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Shibawanko posted:But using adamantine for cloaks seems so wasteful if it's just going to wear down and become useless after a while. And there's no way to prevent wear right? Artifacts are immune to wear, but that's probably not a useful approach: trick game into believing that you have twenty artifact adamantine cloaks ... fortress wealth rises by several billion ... next migration wave includes 206 cheesemakers.
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# ¿ Mar 16, 2014 19:36 |
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# ¿ May 3, 2024 10:23 |
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Internet Kraken posted:That's my carpenter drowning in a lake.
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# ¿ Mar 20, 2014 03:38 |
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Zereth posted:You'd need a custom reaction to turn the wood into actual metal bars. I'm not sure how you'd make it so it's just that type of wood and not any wood though. code:
code:
GulMadred fucked around with this message at 05:38 on Mar 27, 2014 |
# ¿ Mar 27, 2014 05:31 |
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ENSENDA CURES MAIL posted:My rope reed seeds seem to disappear and I'm pretty sure they're being cooked or brewed. But there's no option to turn off cooking them in the kitchen stocks menu? Is this a bug? Where are they going? I have workflow jobs set to process them automatically.
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# ¿ Mar 31, 2014 06:17 |
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Prop Wash posted:Although as far as I can tell masterwork can't solve the many outstanding bugs and pains inherent in the beekeeping industry.
quote:That's probably a good thing, because you can't manipulate honey through the Kitchens screen. The finished goods thing is different - honey (and other extracts) will normally be placed in Food stockpiles. It will get glommed into Finished Goods stockpiles only because it's inside a Jug whose standard container is a Bin (as governed by the [STORE_DIST_BIN_COMBINE:???] parameter in d_init.txt). If you abstain from using bins (e.g. because you're employing minecarts and quantum stockpiles) then that particular problem won't arise. Alternatively, you could try modding jugs ([SIZE:3001] in item_tool.txt) so that they're too large to fit inside a bin. It would be a disruptive hack (jugs would become fairly heavy and would slow down your haulers) but it would probably work. And yeah, the value+quantity for mead is very underwhelming. Someone (scamtank, maybe) posted a fix for that issue ages ago. That particular fix also eliminated royal jelly, because it's just a pain-in-the-rear end item which complicates your workflows and fill up all of your jugs. Milk and cheesemaking, on the other hand, are fine so long as you're using DFHack. Setup a worfklow constraint on Milk and a "Milk Creature" repeating job. Whenever a creature is eligible for milking, the job gets un-suspended and some peasant will grab a bucket. Setup a similar constraint + job for cheesemaking. Then forget about it forever and you'll have a steady trickle of cheese into your kitchens.
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# ¿ Apr 3, 2014 05:01 |
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KERNOD WEL posted:I want to put some tigers, grizzly bears, or other vicious animal in my dry moat for extra fun. Do they need to consistently eat meat in the same way that herbivores need to graze, or are they ok with the occasional kobold? I might give my vampire an axe and throw him in there too; the rear end in a top hat keeps getting elected mayor despite being entombed in a bare cell.
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# ¿ Apr 16, 2014 21:30 |
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GenericOverusedName posted:Remember that bug where deconstructing walls teleports stuff around? Yeah, that's back.
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# ¿ Jul 14, 2014 02:07 |
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Gus Hobbleton posted:That must be something that was either added or removed; I don't have those options at all in 40.01. [STORE_DIST_ITEM_DECREASE:20] [STORE_DIST_SEED_COMBINE:1000] [STORE_DIST_BUCKET_COMBINE:1000] [STORE_DIST_BARREL_COMBINE:1000] [STORE_DIST_BIN_COMBINE:1000] The more general problem of "dwarf hauls entire bin out to retrieve one sock, ignoring the second sock right beside it, and the hauls the entire bin back to the stockpile" tends to diminish over time. The game has a queue of hauling tasks, and any dwarf who picks up a container can "intelligently" gather several items in one trip. The big obstacle is that the maximum number of enqueued tasks is based on the number of haulers in your fort - so your queue might consist of a "haul one seed" and a "haul one sock" task. During the early game (when manpower is at a premium) you're most likely to see stupid/wasteful trips. Fiddling with the config options won't fix that; you're better off simply excluding containers from stockpiles wherever it's feasible to do so, until you get an influx of migrants and you can start organizing poo poo properly. Or just setup some minecart routes and dump-enabled Track Stops so that you can pile everything into 1x1 stockpiles and ignore bins forever.
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# ¿ Jul 14, 2014 23:04 |
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Roctavian posted:Are there any bugs related to training crossbowmen? I set up a room with archery targets, I have enough crossbows and ammo, all my ammo is set as "okay for training AND combat," my squad is active/training, they're assigned to the room... but they're just not doing anything. The archery training area can overlap with a normal barracks-training area, but that probably isn't a good idea - especially if you're using metal bolts. A pair of sparring dwarves might grapple each other right into the line-of-fire and get punctured. Other stuff:
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# ¿ Jul 18, 2014 18:05 |
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Salvor_Hardin posted:What does it probably mean if I set up a minecart track, define the haul route, there are no exclamation points indicating a problem, the minecart gets filled to 100%, but then is never hauled?
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# ¿ Jul 22, 2014 01:02 |
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Selklubber posted:Well not two years fixing bugs. After some months doing new stuff he could take a break from that, spend some weeks fixing bugs then going back to the new stuff. The bug where dwarves stand on the tile they're trying to build a wall on for example.
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# ¿ Aug 1, 2014 00:27 |
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Bad Munki posted:What do I need to do to make my dwarves mature into adulthood by, say, 3 years old? pre:creature_standard.txt [CREATURE:DWARF] ... Baby fortress is mostly luck-of-the-draw. I'm using [BABY_CHILD_CAP:100:1000] and I had ~40% children in my last fort. One migrant father showed up with eight kids and no spouse . If you're really committed to the idea, then: pre:creature_standard.txt [CREATURE:DWARF] ... [CASTE:FEMALE] The gender tag lets it know how breeding works. [FEMALE] dragon_pamcake posted:EDIT: Dorfs can have TWINS!?
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# ¿ Aug 11, 2014 02:53 |
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Bad Munki posted:Thanks buddy. Disclaimer: this is speculation based on half-remembered tests in DF2012. If you start a new fortress with a bunch of gargantuan adults (rather than introducing new castes) then the equipment-eligibility stuff might just sort itself out neatly. But be aware that your experiment might end up with Of Mice and Men rather than Ender's Shadow.
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# ¿ Aug 11, 2014 03:33 |
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Locke Dunnegan posted:Are hospitals still hell to set up? Traction bench construction, constant food and water delivery, plaster poo poo, etc? quote:Do you still basically need danger rooms to adequately train a military? quote:Does the game still chug to a crawl eventually no matter what you do because of the game keeping track of EVERYTHING FOREVER? quote:Catsplosions? quote:Is royalty still useless and annoying? quote:Is justice still "gently caress dwarves up with a hammer"? quote:What are the main changes for someone who kinda sucks at it?
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# ¿ Aug 27, 2014 19:34 |
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Gus Hobbleton posted:When was it fixed? In 40.04 I was still getting every single piece of thread and cloth in my fortress being brought to my hospital until I had about ten million supplied out of 10 thousand requested of each.
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# ¿ Aug 27, 2014 20:02 |
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You are a nerd posted:Wasn't there something in the last long hiatus about updating leather production? Because I just got 400+ meat chunks from a Roc that wandered into a buzzsaw trap, but only 2 units of leather. material_template_default.txt pre:[MATERIAL_TEMPLATE:SKIN_TEMPLATE] ... [ROTS] [BUTCHER_SPECIAL:GLOB:NONE] [STOCKPILE_GLOB] [DO_NOT_CLEAN_GLOB] reaction_other.txt pre:[REACTION:TAN_A_HIDE] [NAME:tan a hide] [BUILDING:TANNER:CUSTOM_T] Note that this reaction occurs "all at once" by default - the entire stack is converted in a single job (like Rendering a stack of fat in a Kitchen, but unlike Spinning a stack of wool or Carving a stack of bones into figurines). If you feel that tanning ought to be a slow (or labor-intensive) operation then you can include the [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] tag after the reagent and then the aforementioned stack of Cow skin will require 14 consecutive jobs. "Consecutive" is the key word - dwarves cannot split stacks, so multiple Tanneries are useful only if you're attempting to process skins from several animals simultaneously. If you manage to bring down a Forgotten Beast which yields a 200-stack of skin then you'd better hope that you have a Legendary tanner, because otherwise that thing is going to rot before you've processed a tenth of it. Or you can just use the default "all at once" reaction and bask in your unearned Leather bounty, you easymode casual-gamer. Note that dwarves earn experience points based on "number of jobs completed" rather than "number of products created" - dwarves will learn more from the consecutive version than the batch-processing version. You can make these changes in a saved game and see what happens. The next butcher/slaughter job should yield a full stack of skin and it should be processed automatically, but the new skin options may not appear in your Food stockpiles (which would force you to site your Tanneries near the Butcher's Shop). If your saved fort has any old skins lying around, then they'll presumably be ineligible for the new Tanning reaction; you'll need to dispose of them before they stink up the place. A new worldgen is the safest bet but isn't strictly necessary. A new worldgen would, however, allow you to plan for the adjusted resource balance in the initial months. You know that slaughtering your draft animals will yield a few dozen units of leather, which can be turned into bags, so perhaps you can cutback on embark gimmicks (e.g. "I'll bring one unit of each type of sand so that I can get free bags") and instead give one of your starting dwarves a few ranks in Leatherworking. Note: this mod doesn't use the new reaction features, so it can be applied to both .34.11 and .40.xx.
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# ¿ Sep 1, 2014 13:34 |
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Crimson Harvest posted:I really want to make this work out for me, but what happens is the tanner grabs the stack of skin AND a skull, takes them to the tannery and works on them for a while, finishes, but neither reagent is consumed and produces nothing. If you made a similar change to the material_template_default file then that would explain the second problem. The ellipsis meant "there's some extra stuff here that I've omitted for the sake of brevity; just skip past it until you get to the part that says [ROTS] and then paste in the new stuff." If you replaced the entire definition of the SKIN material with three dots and some glob stuff, then skin no longer has a MATERIAL_REACTION_PRODUCT tag and so your dwarves can't do any tanning. Fix: revert your material_template file, then re-apply the change (you should be pasting three additional lines at the end of the SKIN definition and removing/replacing nothing). Ensure that the reaction definition contains only one reagent (the "glob" one). I admit that this is largely my fault; it would have been less confusing to post ready-to-use final text instead of "add this and remove that" markup. But the delta approach is more mod-friendly and (I hope!) it helps people to understand the changes rather than treating the raw files as arcane runes written in ancient neckbeardese.
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# ¿ Sep 2, 2014 16:35 |
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reading posted:I added new toys in the toys raw, but they never ever show up. What's the deal? New "figurines" are fine; the game doesn't care about duplication or ambiguity of user-facing strings. Your new item would be something like ITEM_TOY:ITEM_TOY_FIGURINE, which can exist alongside FIGURINE:NONE. If you intend to stockpile them separately then you'll run into some confusion, but that's a self-inflicted injury so :meh:.
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# ¿ Sep 6, 2014 04:50 |
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Dreggon posted:legendary clothier asked to create large amount of clothing for increasingly-naked fortress
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# ¿ Sep 15, 2014 11:22 |
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reading posted:I just can't get this to work. Try removing the bodyplan definition from the [CREATURE] root-level, adding two separate bodyplans into the caste definitions, and then run your arena test again. Thus: pre:[CREATURE:PEGASUS] For the "butchering this animal gives bonus leather/meat" idea, I'd suggest hijacking one of the useless tissue layers (nerve or cartilage) for the appropriate caste(s) and appending an EXTRA_BUTCHER_OBJECT tag. You might also be able to repurpose an entire material type (e.g. feathers, which currently have no economic value) via a special TAN_MAT definition or custom reaction. If you specify exactly what you're trying to do, then someone might be able to provide a working sample (which you can tinker with and expand to suit your needs). I don't know whether the pegasus thing is your actual goal, or merely an example that you've used to illustrate the problem.
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# ¿ Sep 27, 2014 01:32 |
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Strudel Man posted:? The one in d_init. I'm not aware of more than one limit...
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# ¿ Nov 2, 2014 06:11 |
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AbrahamLincolnLog posted:Dwarves have no multiple rooms claimed. There's literally 40+ designated bedrooms doing just nothing, claimed by nobody and still dwarves are choosing to sleep on the floor on a z-level that has no bedrooms, no barracks, no hospital and no dormitory.
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# ¿ Jan 30, 2015 12:46 |
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Esme posted:I have a bunch of iron items designated for melting sitting in a stockpile right next to the magma smelter, but my smelter dwarfs keep cancelling the melt jobs saying there are no items. What gives? If so, the smelter cannot accept input items from anywhere else. Either remove the stockpile links for Smelters on which you're running Melt jobs, or add a link from the meltable-items stockpile so that it's also considered a viable input to the smelter buildings. quote:Also most of my massive glass weapons aren't showing up as available for my weapon traps, even though I can see them sitting in a nearby bin, available and unforbidden. If you wait a while, the bin-hauling tasks will be completed and the weapons will become available. You can avoid the bin problem by using minecarts (for efficient transport) and quantum stockpiles (for compact storage). In the meantime, ensure that your bins are made of wood so that bin hauling will be as fast as possible.
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# ¿ Feb 23, 2015 23:50 |
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Tuxedo Catfish posted:is there anything else that might cause random aggression in supposedly domesticated animals? http://dwarffortresswiki.org/index.php/DF2014:Stress posted:Animals can also be stressed, which seems to happen when an animal has been constrained for a long time. hack/scripts/show-stress.lua code:
Alternatively: http://dwarffortresswiki.org/index.php/DF2014:Animal_trainer#Taming posted:... creatures with pet values in the thousands such as dragons are very slow to train and almost impossible to completely domesticate.
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# ¿ Mar 7, 2015 20:26 |
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neogeo0823 posted:I've probably lost a dozen hours to random crashes since I started playing.
Corollary: always Quicksave before you make major changes in the Hauling menu. When you've finished, unpause and let the game run for thirty seconds or so. If everything looks OK, you may Save. Moridin920 posted:Weird, I have no issues at all with the hauling menu. GulMadred fucked around with this message at 21:59 on Mar 19, 2015 |
# ¿ Mar 19, 2015 19:06 |
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Subjunctive posted:I keep thinking I will use them for "get ores many levels down to the magma forges", but haven't bothered so far. pre:Quantum Stockpile of Raw Materials ↓↓↓ Workshops to process Raw Materials ↓↓↓ Output Stockpile for Finished Goods ↓↓↓ Minecarts parked here for loading
Also - when I'm waiting for a big project to be completed, it's very relaxing to watch a row of catapults automatically launch my fortress' unwanted crap along a graceful arc and see it splash into the magma sea. I like to imagine that each burning sock liberates a tiny iota of CPU.
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# ¿ Mar 20, 2015 20:12 |
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neogeo0823 posted:Can you link a track system to multiple stockpiles? Can the minecarts be configured to dump certain items off at each stockpile? For example, could I load up a cart with, say, prepared meals, finished instruments, and stone, and configure it to move along a track between a bunch of stops, dumping off just the meals at one spot, the instruments at another, and the stone at a third, before returning back to its original destination? Also - it isn't a good idea to mix Stone or Wood haulage with other item types. The raw materials are very bulky, and it takes only a few of them to fill the cart (as opposed to hundreds of Finished Goods). Your dwarves load the cart with 4 boulders of obsidian (0% full → 80% full). Some jackass puts a flute into the cart (80% full → 80.1% full). The cart is set to "depart immediately when full." There are several more boulders in the input stockpile, but there's insufficient room to put another one into the cart. So the cart is going to sit idle until your fortress produces 199 more flutes. Meanwhile your stone-transport is paralyzed and your masons are wondering what the hell happened. You can mitigate the harm by setting up secondary departure conditions (e.g. "depart after 7 days if the cart is at least 75% full") but it makes more sense to move the bulk materials on dedicated routes.
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# ¿ Mar 20, 2015 21:28 |
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darthbob88 posted:DFHack question: Can you actually create an aquifer using tiletypes? Supposedly you can add the aquifer flag, but when I've tried it, all I get is an area of damp stone, not the endlessly flowing river I want. pre:[DFHack]#liquids [magma:point:7:f+:s.:pf.]#rs [riversource:point:f+s.pf.]# Move cursor to target spot; press Enter For a water sink: pre:[DFHack]#tiletypes tiletypes>paint mat soil tiletypes>paint sh wall tiletypes>paint aquifer 1 tiletypes>paint sp normal tiletypes> Move cursor to target spot; press Enter
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# ¿ Mar 21, 2015 00:29 |
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darthbob88 posted:is there some place I can find what all the SPecial options do, what the difference between smooth, furrowed, and smooth_dead is? MAGMA WALL is Semi-Molten Rock (which has special behaviour w/r/t digging and tunneling) MAGMA FLOOR is Magma Flow (which destroys any item that lands on it, but only if the tile also contains liquid magma) FROZEN_LIQUID WALL is a block of Ice. BROOK BROOK_TOP is a brook surface. Notable because fluids (including magma) will pass through it vertically, but you can still build on it (or create a stockpile atop it). If you let it get muddy you can even farm on it. AIR EMPTY is space. Note that both the material and the shape designation are needed. NONE EMPTY doesn't work.
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# ¿ Mar 21, 2015 04:14 |
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scamtank posted:I mean, the [EQUIPMENT_WAGON] tag is a big takeoff from any ordinary creature mechanics, but I'm having a hunch that the new feeling mechanics may have slipped in to affect the thing without Toady noticing.
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# ¿ Apr 23, 2015 05:39 |
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Dungeon Ecology posted:e: Also, on an unrelated note, is there a tutorial on how to mod DF? I'm more or less looking to understand the framework, and maybe eventually make some changes. If you mean "how to mod DF?" in the sense of "how do I install mods?" then that's much more straightforward - read the readme, extract the files, overwrite as needed. Unless you're trying to get six different complete-overhaul mods to cooperate ... then you need finesse and lots of patience.
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# ¿ May 21, 2015 02:30 |
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Dungeon Ecology posted:It would be great if there were some sort of engine for a lot of these things Unfortunately, "create a new civ" is only one use-case, and it's a fairly rare/minor one at that. The much more common/important use-cases involve merging. "Please get the new civilization from Mod A to use the new alloys defined by Mod B and the new types of nobillity from Mod C while retaining the worldgen optimizations from Mod D and the armor overhaul from Mod E." Or "please take this thoroughly-modded race which works perfectly in DF2012 and perform whatever updates are needed so that I can use it in DF2014 with all of the new features and without any conflicts or crashes." In order for merging to be possible, the modding-framework tool needs to understand quite a lot about the tags themselves (nesting, priority, duplication, etc). Remember: there is no API. What we know about tags is based on official documentation (sparse), code decompilation and tracing, Arena mode testing, and guesswork which people post on the wiki. Merging works best if the mod-makers themselves include new meta-tags within their work - to assist the framework in identifying separable modules, section boundaries, and core-vs-optional elements. Don't forget that DFHack also adds a few special tags to the vocabulary - be careful not to use any of those "reserved words" for your modular meta-tags! So the modular framework gets released ... to no fanfare whatsoever. It isn't mature enough to have a GUI; it relies entirely on command-line input. Therefore it's too complicated for novice users (who might benefit from its features), while the experts are probably accustomed to hand-merging their files and don't trust someone else's code. And then the CompSci hyper-spergs arrive, and begin to bicker about regExes and symbol closure and context-free grammar. One of the ASM gurus emerges from a thirty-hour hacking session to reveal that several of your crucial assumptions about tag precedence are invalid. And we belatedly realize that nobody is willing to expend the enormous effort needed to migrate the major mods (e.g. Masterwork) onto the modular framework ... especially since the guys developing the modular framework will probably CHANGE THE RULES when you're halfway done, and Meph will continue working on his mod in the meantime. And, just to twist the knife, a significant number of modders will actively refuse to cooperate with you -- they don't want their work to be auto-merged into some godawful chimeric amalgamation of Drow elves and steampunk cannons and My Little Pony. Before we've resolved any of these arguments, the original author abandons the project in despair. Or DF2016 is released, rendering the project moot. Here's a very old example. Here's a newer one. The LNP launcher does some modular/adaptive stuff, but within a much more limited scope. quote:and then spits out the completed raws for your to copy/paste But what happens if the working environment is already modded? Does the tool attempt to spit out a file which is compatible with everything (and if so - how do you deal with all of the bullshit mentioned above)? Or does it simply spit out a vanilla-compatible file which breaks half of the existing mods and therefore causes the game to crash during worldgen?
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# ¿ May 21, 2015 05:24 |
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Robot Randy posted:I'm using both but the crashes happen faster than I can remember to quicksave, like maybe half or 3/4 of a season at most That's a known bug. There's a binary patch available.
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# ¿ Aug 8, 2015 00:57 |
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Bundle of Keys posted:I decided to give dwarf fortress another go and downloaded the latest lazy newbie pack, but the game seems to be crashing a lot. What's going on? If it seems to be happening randomly during fortress mode gameplay, and you're in a forested area, then it's possible that you've run into this bug. If so, you can either try to settle at wasteland, tundra, and desert sites -- which will incidentally improve your FPS (trees are somewhat number-crunchy). If you want to stick with forested sites (e.g. for easy access to lumber and charcoal) then either avoid building anything on the surface, or make absolutely certain that you've clear-cut the construction zone (i.e. don't build within ten tiles of a living tree).
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# ¿ Aug 24, 2015 16:11 |
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siggy2021 posted:I just had an armorer go into a mood, and I was really pumped about the potential of getting some legendary adamantine armor, but then he got hung up on needing cloth and nothing I've made has appeased him.
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# ¿ Sep 8, 2015 03:34 |
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Dongattack posted:He "just" got 240+ days in prison tho, i was expecting him to be executed or banished since this does not deal with the vampire problem (the one who supposedly saw it happen might be the vampire anyway, i love this). The logical in-game approach is a witch trial. Ensure that each prison cell has a door that can be locked from outside. When the vampire suspect is incarcerated, lock the door. If you notice signs of starvation, then you can unlock the door and allow him to serve his remaining sentence. If he dies anyways, then he can be considered exonerated and given an honorable burial. If he survives 240 days without food, then the diagnosis is confirmed and you can apply metagame penal measures (e.g. entomb him forever in a tiny office as a vampire-accountant, assign him to a 1-man military squad and order him to explore the caverns, setup a minecart on an eternal loop and tell him to ride it, or just dump his rear end into magma if you're prudent and boring). The in-game penal answer is "to be implemented." Open up Legends mode and you'll find vampires living hundreds of years (with nobody raising any concerns or objections), holding high political offices, and killing thousands of people. Occasionally they're forced to migrate because they've successfully exsanguinated every single person in their civilization. Dwarf Fortress isn't a finished game, and sometimes you just need to accept the absurdity and roll with it. Some mods add religious and magic game-mechanics, which allow you to detect vampirism and then cure or destroy the afflicted creature.
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# ¿ Sep 28, 2015 19:04 |
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reignofevil posted:If we could just get siege weapons that pointed up and down that'd be great.
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# ¿ Oct 1, 2015 01:57 |
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GreyPowerVan posted:Why do siege operators flee anyways. It should be fairly simple to make people who are doing siege tasks have NOFEAR or something. Urist McNOFEAR: "The goblin horde approaches! Goblins are my enemy. I shall now leap over this ballista in order to come to grips with my foe as swiftly as possible. Armok has cleansed my soul of doubt, and I know that I will find victory today. Feel my flailing fists and gnashing teeth, you filthy interlopers!"
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# ¿ Oct 1, 2015 10:27 |
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Dongattack posted:Can you unassign war animals somehow? I assigned a few to a dwarf that turned out to be a vampire! The standard workaround is to postpone the assignment as long as possible. Each animal will automatically follow the dwarf who trained them, and you can designate a specific trainer for each animal (after toggling the general "Train for War" or "Train for Hunting" flag, but before the actual training occurs), so it's possible to get the desired results with a bit of pausing and micromanagement. It's a bit tougher to manage, because all of your soldiers will show "0 war animals assigned" on their unit information pages -- if a wardog gets killed in combat, you may need to do some head-counting in order to figure out which guy needs a replacement puppy. You could also review each soldier's biography to see who's sad about getting his dog killed, but that's a similarly grueling task. Despite not being assigned to a specific soldier, your animals will still fight any enemies who approach them - and can earn a name if they tear out enough kobold throats. If the trainer turns out to be a vampire (or undergoes a strange mood and gets demobilized to serve as a master blacksmith, or gets pregnant and needs a break from front-line patrol duty) then you can assign their dogs to someone else. Admittedly, this whole approach is quite "video game-y" and it requires some fiddly work. On the upside: it feels a bit more immersive for animals to follow the person who spent some time bonding with them, instead of gravitating to a particular alcoholic midget just because an omnipotent voice-from-above told them to.
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# ¿ Oct 5, 2015 01:49 |
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# ¿ May 3, 2024 10:23 |
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Internet Kraken posted:-bees don't have stingers Internet Kraken is complaining that Toady made a quick-and-dirty edit which achieves the desired gameplay effect. Instead of - you know - writing up a modified body template which includes ovipositors, creating a new attack subroutine which severs part of the attacking organism's body and implants it into the target, extending the raw-parser to recognize definitions of various types of self-mutilating attacks (porcupine quills? urticating hairs? parasitoid wasp ova?), and ensuring that an embedded bodypart can continue to damage, irritate, or envenom the target even if the attacker dies during the attack action. Internet Kraken has pemanently forfeited the right to complain about the DF release schedule.
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# ¿ Dec 11, 2015 03:56 |