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Messages - genericoverusedname

#1
Where do the colonists even get the seedlings from? They just magic them up from nowhere!

Not that I mind, seed management gets annoying in DF and I don't miss it.
#2
Quote from: 8roads on August 28, 2016, 09:28:28 PM
Quote from: SpaceDorf on August 28, 2016, 04:03:53 PM

I checked, bears don't eat live plants, but everything else.
I have thirteen at the moment and no problems with feeding them.
( + 15 various other big game, and two thrumbos now )

And thanks you very much for this useful calculation :)

Glad to be of help!

Talking of thrumbos, maybe we can try some other "Dendrovores", like alphabeavers.
Their gestation period is mere 14 days and they've got high heat/cold tolerance.

Their hunger rate is so HIGH though, I have no idea how you'd manage to keep fed.
#3
General Discussion / Re: Trouble Taming Warg
August 29, 2016, 07:50:08 AM
Angry animals will display the manhunter status, and also have a red particle effect coming off of them. It wears off when they go to sleep, though they might be so angry they won't sleep until they literally collapse from exhaustion so don't assume that they'll be better during nighttime.

Hungry carnivores may decide to hunt your pawns, which is different from manhunter. Although fighting back does tend to make them angry and turn manhunter anyways...
#4
Ideas / Re: Your Cheapest Ideas
August 28, 2016, 08:07:19 AM
Seeing as there are hare variants, could we have a tropical turkey variant?

#5
Quote from: drunetovich on August 28, 2016, 06:01:27 AM
There is some problem with colinists picking up raw food instead of meals for eating or feeding, they are not ascetic or anything, just seem lazy to walk few more steps?

Similarly when they decide the table is just TOO FAR AWAY and eat their meals standing up 3 tiles away from it...
#6
Makes sense. Thank you.

Do wonder a bit what his commit logs look like sometimes  :P
#7
Quote from: Calahan on August 23, 2016, 09:55:58 AM
Thank you for the report. I haven't tested A15 myself, but if I understand correctly, 1272 saves are not compatible with 1273, mainly due to the drug policy system getting reworked.

Oh, my bad, I did not see that. Is there a changelog for the experimental builds somewhere?
#8
I had a savegame from 0.15.1272, loaded in 0.15.1273, and it's constantly spamming error messages. The Assign tab fails to draw out all of the colonists, and the buttons bring up blank windows and more error messages. Additionally, while the simulation is running, I'm getting more nullrefs every tick about drug policies. Saving and reloading had no effect, still getting errors everywhere. Somethin dun borked up.

Steps to recreate: Load the savefile, unpause game, behold error console. View Assign tab for more errors.

Savefile: https://drive.google.com/open?id=0B9q_mKZQPYH_M0FrN0VYeEQzYnM



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