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I guess Toady just decided that because bees are vermin it doesn't matter if their body isn't accurate. I just found that surprising given that he'll add stupidly small details that are mostly invisible outside of the raws, like the insulation provided by the fur of a black bear. Also I figured out the reason my milkable bees didn't work was because the mead reaction template is setup to only use honey that comes from honey bees. If I switch the reaction to instead draw from the custom bees, it works just fine. Can't think of a way around that without modifying the default raws to accommodate a new reaction or changing the mead reaction to allow more than just honey bees.
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# ? Dec 11, 2015 04:55 |
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# ? May 10, 2024 07:41 |
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One of the dwarven civilizations in my world worships a bumblebee god. Time to get creative with temple design. I've never tried beekeeping before.
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# ? Dec 11, 2015 08:29 |
I've seen civilians be a lot more willing to throw hands with dangerous wildlife in this version compared to before. I wonder if it's because they're always drunk? I dispatched the military when the "interrupted by Giant Olm" messages started showing up but my one-handed gem cutter took it on all alone and kicked its throat open. The combat log is full of him laughing in the face of death. Maybe it's less the drinking and more this specific dwarf, because looking at his personality he had a real good time fighting that giant olm. Also the reason he has one hand is because he picked a fight with a cave crocodile.
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# ? Dec 11, 2015 09:09 |
Oooooooooh.quote:In short, if you mod in a secret that does not grant the animate dead ability (and thus send the historical figure off to build a tower) there is a possibility that they will store the slab in their local library. Scholars who visit the library during worldgen may then learn the secret, causing it to spread. Presumably they will eventually write spellbooks of their own and store them at their own local libraries, but 250 years apparently isn't long enough for that to happen.
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# ? Dec 11, 2015 09:43 |
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1 Year from now: Restarting fortress, a passing scholar left a book of "create magma" in my library without me noticing, now all my dwarves cast it at the slightest provocation, including seeing magma.
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# ? Dec 11, 2015 09:48 |
Looks like Toady fixed the "Marksdwarves won't use training bolts unless combat bolts all used up" bug for 42.03:Toady posted:Yeah, I went with the carry-both-while-training option, and my test dwarf did a few rounds of training properly while also carrying combat bolts. There will still be problems if they are interrupted or something, but it should be a lot better than before.
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# ? Dec 11, 2015 10:45 |
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Now all he needs to do is fix the armor debacle and we're good to go.
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# ? Dec 11, 2015 10:54 |
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GulMadred posted:bees bite people. https://www.youtube.com/watch?v=02_R8aiUAKw
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# ? Dec 11, 2015 11:49 |
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On the topic of temples, can you influence the religion of your fort with them by making a big one to a specific god, or do dwarfs have a set deity they follow and either go to that god's temple, a non-specific temple, or no temple at all? Being able to slowly convert your fortress to whatever interesting/weird god you want would be pretty neat.
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# ? Dec 11, 2015 12:25 |
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So basically now wizards are a thing that work and magical knowledge is treated as normal knowledge, except for the animate dead skill... How long until this version will be stable enough to run a forum LP, do you think?
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# ? Dec 11, 2015 12:32 |
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NewMars posted:How long until this version will be stable enough to run a forum LP, do you think? Not soon enough?
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# ? Dec 11, 2015 12:39 |
NewMars posted:How long until this version will be stable enough to run a forum LP, do you think?
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# ? Dec 11, 2015 12:54 |
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I think people usually like to wait until Toady stops fixing bugs, and starts saying "Okay, on to the next feature I'm going to add. I expect it'll be out sooner than the last time..." since that means we have at least a year or two of a stable version.
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# ? Dec 11, 2015 13:15 |
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I am afraid that Toady got a more reliable Speed trader so the release times will become faster and faster.
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# ? Dec 11, 2015 14:51 |
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the modding potentials keep ramping up, but I'm still just going to be wind up getting irritated at how arbitrarily limited syndromes/interactions are, considering how off the wall they can be in other regards. i can't even remember what was pissing me off a bunch last time i tried doing things besides that, and also castes/positions. i meant to try to figure out some of the dfhack modding stuff that masterwork utilizes, but
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# ? Dec 11, 2015 14:54 |
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Internet Kraken posted:milkable bees I knew there was a reason I needed DF in my life. The new update sounds like literal magic
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# ? Dec 11, 2015 15:26 |
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How does milkable translate on were creatures? Could you play as a were cow and milk yourself?
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# ? Dec 11, 2015 15:38 |
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Gibbo posted:How does milkable translate on were creatures? Could you play as a were cow and milk yourself? I'm pretty sure that's a sort of ...activity Toady has intentionally avoided.x
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# ? Dec 11, 2015 15:41 |
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Muscle Tracer posted:
... I'm half asleep and asked that not even thinking of the connotations. Whoops. Was thinking more of the viability of making it so were creatures with a fluid could be modded to have something like, high value moon milk.
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# ? Dec 11, 2015 15:54 |
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Gibbo posted:... I'm half asleep and asked that not even thinking of the connotations. Whoops. what state of being are we talking here buddy?
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# ? Dec 11, 2015 16:01 |
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Semi-related as a skunk person I can't deploy my stink glands like a land-octopus to ward off danger and that is just a shame.
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# ? Dec 11, 2015 16:34 |
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Gibbo posted:How does milkable translate on were creatures? Could you play as a were cow and milk yourself? Only if you find the proper engraving. Actual Answer: I don't think the milk interaction can be performed in adventure mode by default. You could probably mod in an interaction to let yo....uh "milk" yourself" but I barely understand interactions so no clue how. I don't think there's anything that keeps werecreature from having the tokens needed to be milkable though. You'd just never get a chance to in fortress mode for obvious reasons.
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# ? Dec 11, 2015 16:43 |
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You could just mod a Sexy Cow race with a "milk self" interaction that produces Sexy Cow Milk or whatever other masturbatory aid you feel the need to put in Dwarf Fortress. Even better, make it so you can squirt it at people and it makes all their limbs fall off.
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# ? Dec 11, 2015 17:47 |
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Elth posted:You could just mod a Sexy Cow race with a "milk self" interaction that produces Sexy Cow Milk or whatever other masturbatory aid you feel the need to put in Dwarf Fortress. Nah, make it so you squirt it uncontrollably while transformed, and make it infect others on contact. See how long it takes your world to be nothing but Sexy Cow People. Like the most hosed up possible crossover of Pandemic and Underworld.
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# ? Dec 11, 2015 19:37 |
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Is it just a fact of life that moves in Dark Pits are 1 per 3 seconds? That's intolerable.
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# ? Dec 11, 2015 20:22 |
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TildeATH posted:Is it just a fact of life that moves in Dark Pits are 1 per 3 seconds? That's intolerable. I was actually just gonna bring this up. I once heard this had to do with the number of people specified to live in the pit; and that modding that down to less than a hundred would work wonders (if leaving everything feeling sparse); I don't know how to do it though and couldn't find a place for it in the raws!
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# ? Dec 11, 2015 20:32 |
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I've loaded up adventure mode for kicks. Movement was really super slow. Is that just normal in general? My dwarf spawned in a dwarven fortress.
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# ? Dec 11, 2015 20:38 |
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In my experience, NPC fortresses and dark pits are usually unbearably slow. Especially since you can't fast travel from them easily. Could be because of hundreds of unseen, constantly pathing horses though.
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# ? Dec 11, 2015 20:46 |
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Large population centres cause a loving insane amount of slowdown in adventure mode. They did in the last version, too.
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# ? Dec 11, 2015 20:46 |
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I noticed that people are constantly moving from room to room in forts, whereas they mostly stay put in towns and hillocks, with much better performance.
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# ? Dec 11, 2015 20:50 |
reignofevil posted:I was actually just gonna bring this up. Sexy Cow thing aside, that sounds like the grounds for a fun adventurer experiment. Anyone want to take a stab at finding what tags to use, to make a were-curse transmissible via emissions? In the meantime, I started a fort in the older version, because I am a weenie who cannot live without dfhack, and one of my dorfs becomes a Baron out of the blue. Not hugely unpredictable, but I take a look at his profile and holy crap this guy has a huge family: Mother and Father Paternal Grandparents Maternal Grandparents 6 Sisters 4 Brothers 18 Aunts 12 Uncles 5 Nieces 3 Nephews 48 Cousins He's already got 5 relatives at the fort. I'm both horrified and curious to see if this one family is going to just descend upon my fort and turn it into a never-ending family reunion. \Further adventures, Spring of year 2: I get a 30-undead siege with a necromancer, at the same time that I discover I have a vampire somewhere in my fort. StrangeAeon fucked around with this message at 21:54 on Dec 11, 2015 |
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# ? Dec 11, 2015 21:14 |
or a cousin will die and 20 of your dwarves will suddently go berserk at once
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# ? Dec 11, 2015 22:14 |
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NewMars posted:So basically now wizards are a thing that work and magical knowledge is treated as normal knowledge, except for the animate dead skill... Stable enough? Summertime maybe. With all the utilities that you'd want updated? Next winter.
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# ? Dec 11, 2015 22:57 |
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What utility do you need other than dwarf therapist though?
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# ? Dec 11, 2015 22:58 |
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DFhack at least. TwbT and a tileset, probably. All the visualizers and whatnot to really make the LP have some cool images to it. A mod to take advantage of the knowledge system and give us some magic maybe.
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# ? Dec 11, 2015 23:02 |
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StrangeAeon posted:
Then answer, always, is to imprison the mayor.
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# ? Dec 11, 2015 23:06 |
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Ah, so you were right, my scrolls were getting written on and I just wasn't noticing! They show up in the artifacts list (which is uppercase L now which is throwing me off!) - just reading through them... The contents aren't particularly exciting but I do like that it has a kill on it.
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# ? Dec 11, 2015 23:20 |
Moridin920 posted:Ah, so you were right, my scrolls were getting written on and I just wasn't noticing! They show up in the artifacts list (which is uppercase L now which is throwing me off!) - just reading through them...
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# ? Dec 11, 2015 23:33 |
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That guy wrote a scroll and then bludgeoned a bird to death with it. Awesome.
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# ? Dec 11, 2015 23:40 |
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# ? May 10, 2024 07:41 |
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I should of made a bigger bar. I'm pretty sure some of these fuckers have been living in my bar for over a year without me inviting them.
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# ? Dec 11, 2015 23:46 |