• Dwarf Fortress v14 - Clean Socks Save Lives
    4,081 replies, posted
[QUOTE=extremist18;34028487]When they demand items made of tin and lock up your +3 Legendary metalsmith for not producing it.[/QUOTE] You could just not make a jail like I do. Sure, your mayor/baron/king might get a bit sad if they aren't locked up, but no one will miss them if they off themselves. I haven't seen a single dwarf jump off something to kill themselves in DF2010. I miss that.
Oh boy, random materials [quote]I did three of the quest issues from the report, sorting out necromancer and outcast quest dialogs and some other typoish stuff. I also set up some regional material emission stuff which involved adding randomly generated materials. I always thought the first creature-independent randomly generated materials would be random metals down underground, but it turns out that it's various types of cursed mists instead. My first test took place in the Fields of Doom, and the buggy mist caught the wagon on fire and melted all the badgers. I still need to clean that up, but the random materials are most of the way there, and the framework lets things like random stone/metals go in for free later.[/quote]
Mist with reverse time flow
If I fail to conduct a meeting with a dwarven laison, and get the "A diplomat has left unhappy" message, does that have any consequences besides not having an import/export agreement? and I assume he'll be back next year.
It would suck if the only stone you could get to on embark set your dwarves on fire.
[QUOTE=Sewer guy;34039146]It would suck if the only stone you could get to on embark set your dwarves on fire.[/QUOTE] It would rule if you could find rocks in adventure mode that make your enemies explode into boiling blood.
My computer will explode if I do anything above a 5x5 embark site, wont it? :(
Even though I'm horrible at the game I love reading these stories they always make me laugh.
[QUOTE=TheHypnotoad;34029094]Whats a fair response for a dwarf not following a noble’s construction order? A few days in prison? A couple of lashes? Bear in mind please that the noble was asking for clear glass crafts. I don’t have any sand on the map. No sand= no glass. It’s an impossible order. You’d think that the sherrif would take that into account, right? My hammerer decided a fair price would be to track down the only dwarf (an immigrant) with glass making skill, and mangle both of his legs. Not just break- mangle. As in, he’ll never walk again. Or wank- both of his wrists were also broken. My hammerer now has the thoughts: He lives to enforce dwarfven justice. He has been estatic recently. He has beaten someone with a hammer recently. Edit: “Punchbag” the hammered was lying on the floor of the jail, unconcious. Until of course another dwarf came in (after tantruming due to the death of his freind and punching a marksdwarf in his squad). This dwarf then had a tantrum about being confined, and started beating Punchbag in the face, while he was still out cold. So the guards came and beat both of them for fighting. From poobar's blog.[/QUOTE] Just don't hire a sheriff or captain of the guard in the first place. Lack of justice means the only dangerous thing a Noble can do is throw a tantrum and die, which won't even happen if you give them a fancy room with some nice food laying around.
Can you only trap small animals with animal trapping? Because there are a bunch of camels right near my kennel that I want to trap but the trapper dwarf always insists on going in to the fort and picking up a large roach or some other less useful animal.
[QUOTE=hobothehero;34040853]Can you only trap small animals with animal trapping? Because there are a bunch of camels right near my kennel that I want to trap but the trapper dwarf always insists on going in to the fort and picking up a large roach or some other less useful animal.[/QUOTE] Lay down a ton of cage traps around them and hope one of them walks into it. A lot of the capturable animals can even be turned into war-animals.
How can I transform gold nuggets into gold bars? I literally have 3 floors filled with those
[url]http://df.magmawiki.com/index.php/Smelter[/url] [editline]3rd January 2012[/editline] This mod looks cool: [url]http://www.bay12forums.com/smf/index.php?topic=98196.0[/url] Gonna try it tomorrow. I'm gonna disable warpstone though... it's a random gem type that causes a random poisonous vapor when mined. One of my friends played it and all his miners kept dying because there's no warning.
[QUOTE=Teh Zip File;34042347][url]http://df.magmawiki.com/index.php/Smelter[/url] [editline]3rd January 2012[/editline] This mod looks cool: [url]http://www.bay12forums.com/smf/index.php?topic=98196.0[/url] Gonna try it tomorrow. I'm gonna disable warpstone though... it's a random gem type that causes a random poisonous vapor when mined. One of my friends played it and all his miners kept dying because there's no warning.[/QUOTE] That does look pretty cool. As long as I can disable this though: [quote] Removed reduntant content. Only one type of sand, one type of clay, about 70% less gems types, 50% less tree types, 50% less rock types, 50% less metals. All colors and attributes have been kept though, you will not miss a feature. All that changes is a smaller list of items to scroll through. Invaders leave no corpses, only bloodsplatter.[/quote] Also does anyone know if there is a way to make [B]all[/B] members of a species aggressive? Because I'm running an Orc fort with the WH mod, and the Orcs actually flee instead of fighting whihc is a fucking disgrace to the WAAAGH (there are a few apes running in and stealing my shit and all the Orcs run like pussies, it's embarrassing goddamn).
Do impacts actually generate heat in Dwarf Fortress? [editline]4th January 2012[/editline] I doubt it, but
[QUOTE=HALP Cat;34045880]Do impacts actually generate heat in Dwarf Fortress? [editline]4th January 2012[/editline] I doubt it, but[/QUOTE] Would be awesome if they did. [editline]4th January 2012[/editline] Punch a kobold so hard everything within 500 metres ignites.
[QUOTE=acds;34044659]That does look pretty cool. As long as I can disable this though: Also does anyone know if there is a way to make [B]all[/B] members of a species aggressive? Because I'm running an Orc fort with the WH mod, and the Orcs actually flee instead of fighting whihc is a fucking disgrace to the WAAAGH (there are a few apes running in and stealing my shit and all the Orcs run like pussies, it's embarrassing goddamn).[/QUOTE] I honestly don't know, but maybe a tag in the raws? Oh god, put the enrage_frequent (or whatever the exact one is) into the orc / dorf raws :v:
[QUOTE=acds;34045905]Would be awesome if they did. [editline]4th January 2012[/editline] Punch a kobold so hard everything within 500 metres ignites.[/QUOTE] I just thought if it's possible to mod objects that ignite upon impact. [editline]4th January 2012[/editline] So you won't burn your hands when throwing them.
Lol, dandruff snow [quote]A few miscellaneous interface checks, and then back to the regional material emissions... and I still didn't manage to polish it off. Some changes are needed. For instance, I initially thought it would be enough to make the regions that rain blood draw from the civilized races, but then we ended up with regions that rain rodent man blood, which isn't as good as raining human or dwarven blood. Of course, you might prefer raining "blood", but we don't have generic blood anymore and I don't think it's proper to add it now that we've got real alternatives, though perhaps a slurry of some kind would be appropriate later. It didn't even work out right with the rodent man blood -- the indexing was screwed up, and we ended up with "a dusting of rodent man skin"... dandruff snow. Less Slayer and more Breakfast Club than we wanted, but at least I sorted that part out.[/quote]
Raining the blood of specific things? Oh god, this could be totally hilarious. Although, I'd almost love generic "blood" if it was to become a true liquid, allowing for that /v/ blood cannon + moat + harvester plan to work.
so blood fountains might be viable now? neato. also, I think I've managed to stock up enough booze and food that my fortress, should I stop food production forever, would have enough food & drink to outlast the 14 dwarves I have. [editline] [/editline] [quote]So if i mod dwarves to be covered in eyes for skin they'll heal completely in a season? Awesome![/quote] oh god the bay12 forums are fucked up in the best way [url]http://www.bay12forums.com/smf/index.php?topic=91420.0[/url] [editline] [/editline] so a horse just went insane and murdered all the caravan guards.
[img]http://i.imgur.com/SqtIN.png[/img]
Dwarves are so easy to please I have a horrible fortress almost without any furniture but with badly engraved walls Every single dwarf calls the room "legendary" and is ectasic afterwards, even though the room only has mud on the floor and three chairs
[QUOTE=superstepa;34072123]Dwarves are so easy to please I have a horrible fortress almost without any furniture but with badly engraved walls Every single dwarf calls the room "legendary" and is ectasic afterwards, even though the room only has mud on the floor and three chairs[/QUOTE] All the booze is getting to them.
Devlog [quote]The first cavern layer broke out again, and I put it back again. I turned off material-based mandates for the time being. Checked non-historical zombie kill records, river elevations again, sorted out an issue with how the underworld loads... down to 20 miscellaneous issues.[/quote] Looks like next version will stop silly mandates atleast for a while. Probably because of the random materials stuff, to stop them from requesting dandruff statues and whatnot.
Masterwork mod sure is [I]fun.[/I] You get a zombie invasion and an Orc invasion at the [I]same time![/I]
Just found an old fort on an old external HD of mine. Dwarf fortress version 38c, fort name Gulfclasp.
[QUOTE=Orkel;34078892]Just found an old fort on an old external HD of mine. Dwarf fortress version 38c, fort name Gulfclasp.[/QUOTE] Take pictures!
[QUOTE=Canuhearmenow;34079294]Take pictures![/QUOTE] The folder already has some. Dated 2008. I posted these in one of the old as fuck FP DF threads back then. [img]http://horobox.reager.org/u/Orkel_1325879141.png[/img] [img]http://horobox.reager.org/u/Orkel_1325920151.png[/img] [img]http://horobox.reager.org/u/Orkel_1325920800.png[/img] The save itself is many years further in the fort, the bedroom and food stockpile districts have become 4-5 times bigger than they are in the images above.
my friend was playing earlier on and since he was really bored of his fortress he dug straight to hell so he could start a new fortress every single dwarf in his fortress was getting murdered or going insane but a particular case was hilarious there's a woman who murdered her child, then from the bones of the dead child, she crafted a masterpiece ring [img]http://i.imgur.com/53oHc.jpg[/img] later on the mayor murdered her with a copper battleaxe
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