cave dwarves (lavaland ghost-role)

For feedback on the game code and design. Feedback on server rules and playstyle belong in Policy Discussion.

Bother making?

Yes
35
78%
No
5
11%
Needs tweaks (explain)
4
9%
Abstain
1
2%
 
Total votes: 45

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FantasticFwoosh
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #296731

Bottom post of the previous page:

Ok, codersprites submitted to goof to pass to MMI, and some nice fellow donated a booze UI, now all we need is the ruin and we're done.
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All milestones complete!! Codersprites and all.

Spoiler:
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Re: cave dwarves (lavaland ghost-role)

Post by bman » #296923

made this set of greyscale chainmail in 32 seconds also nice sprites fwoosh

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Re: cave dwarves (lavaland ghost-role)

Post by bman » #296929

actually dont use that chain mail here's a better one after haev SCREECHED AUTISTICALLY in irc


<Haevacht> fucking useless bman, you and goof go together brilliantly and i look forward to yor future together crashing and burning

how can one man be so upset over 32x32 pixels??????????

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MMMiracles
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Re: cave dwarves (lavaland ghost-role)

Post by MMMiracles » #296937

I don't really want to add anymore to the PR as all the base-stuff needed for them to be self-reliant is in. More stuff can be piled on after its actually in the game.
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Submitted by: sandstorm

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Re: cave dwarves (lavaland ghost-role)

Post by iamgoofball » #296953

yeah

hey can you send me the forge sprite bman
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Re: cave dwarves (lavaland ghost-role)

Post by Haevacht » #297145

good job completely ignoring the context and posting bullshit

keep it up bman
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Grazyn
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Re: cave dwarves (lavaland ghost-role)

Post by Grazyn » #297194

I don't like the ASCII sprites because I play DF with a tileset
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #297202

Haevacht wrote:good job completely ignoring the context and posting bullshit

keep it up bman
^ Acts suprised when we point out you had a completely irrational hissyfit in IRC about three feet tall space-dwarves having WIP sprites :c4: :salt:
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Sticking it to the elves.

By the way uranium & silver swords are less than impressive just for reference, what's their effect again?

Spoiler:
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Re: cave dwarves (lavaland ghost-role)

Post by MMMiracles » #297252

I'm working on a wiki page for dwarves that'll cover the uses of reagents and what they're best used for. As for now, you can check the reagent for its stats when it comes to blacksmithing.
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Submitted by: sandstorm

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Re: cave dwarves (lavaland ghost-role)

Post by Armhulen » #297323

Let's add a monster-aligned ghost role where wolf that you need a silver sword to kill
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Re: cave dwarves (lavaland ghost-role)

Post by Remie Richards » #297324

Where wolf? There wolf!
私は完璧
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Re: cave dwarves (lavaland ghost-role)

Post by Iatots » #297328

Sword hilts are part of the blade you goof.
Also the ground in DF is never semicolons, but a combination of periods, commas and single quotes.
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Re: cave dwarves (lavaland ghost-role)

Post by iamgoofball » #297358

Iatots wrote:Sword hilts are part of the blade you goof.
Also the ground in DF is never semicolons, but a combination of periods, commas and single quotes.
you can disable that
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Re: cave dwarves (lavaland ghost-role)

Post by MMMiracles » #297434

Working on a wiki page for dwarves which can be seen here. Still trying to make some ores relevant in terms of smithing (added a mace, gave uranium a blunt modifier so it works better with weapons like said mace. gold and silver are better at penetrating armor but do sub-par damage in return, ect).

Also someone make me a mace item because I don't want to do it myself please.
Spoiler:
Hints:
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Submitted by: sandstorm

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Re: cave dwarves (lavaland ghost-role)

Post by Remie Richards » #297534

"Mining Speed" is misleading, it should be "Mining Time (in 1/10s)"
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Re: cave dwarves (lavaland ghost-role)

Post by Atlanta-Ned » #297630

I see that mmiracles is working on a dwarf page for the wiki. Please go ahead and publish it, it's entirely appropriate(and encouraged) for that page to be live and also a WIP. We need that information readily available, even if it's incomplete.

Thanks.
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #298246

Weapon sprites are up, and a few more on the side, please don't use ugly sledgehammer sprites. Obviously ill tweak the files a little more, ready for exporting, the handle object i also have ready.

Ill PM a you them over. But i don't have the worn sprites ready at the moment because its challenging to know how dwarves are going to handle their weaponry, should i use a human model?
Attachments
A shield for protecting yourself &amp; those you care about
A shield for protecting yourself & those you care about
smithed Shield.dmi (402 Bytes) Viewed 10603 times
A hammer for crushing
A hammer for crushing
Warhammer.dmi (414 Bytes) Viewed 10603 times
A mace for battering with
A mace for battering with
mace.dmi (375 Bytes) Viewed 10603 times

Spoiler:
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Re: cave dwarves (lavaland ghost-role)

Post by Remie Richards » #298288

yes, use a human model, if you cant get the dwarf one from the PR.
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #298423

Ok good thanks, done and dusted. New clay sprite too. Now if the conflicts would stop setting on fire the github & the stars align we might be able to get a masterful execution of this PR
Attachments
clay.dmi
clay.dmi (324 Bytes) Viewed 10580 times

Spoiler:
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calzilla1
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Re: cave dwarves (lavaland ghost-role)

Post by calzilla1 » #298425

Make iron use the BLUNT flag
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #298427

calzilla1 wrote:Make iron use the BLUNT flag
I dont see why you couldn't just make BLUNT | SHARP flag instead and then set it as a flag on the weapon/ore so that iron can be blunt OR sharp depending on the type of weapon its applied to or am i speaking code-garbage. Why iron swords are not sharp is kind of silly.

Spoiler:
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MMMiracles
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Re: cave dwarves (lavaland ghost-role)

Post by MMMiracles » #298438

Because giving the most common ore in lavaland a sharpness flag means mass-producing ez-dismemberment tools, which is something that should be kept for rarer ores like diamond+.
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Hints:
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Submitted by: sandstorm

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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #298475

You could just remove the sharpness additive or go negative in order to make it about as a effective as a kitchen knife while still being physically sharp.

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MMMiracles
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Re: cave dwarves (lavaland ghost-role)

Post by MMMiracles » #298503

There isn't a level of sharpness, its either sharp or isn't. A knife isn't as effective as a fireaxe when it comes to chopping limbs because the chance for dismemberment is based around the amount of force a weapon has and its weight class. To be exact:

Code: Select all

force*(w_class-1)
Spoiler:
Hints:
------
Submitted by: sandstorm

The best way to get a girl/boy friend is to click on them say "hi" then push enter
then say "your cute" then push enter,wait until they say somthing back if they
don't go for another.
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #298511

Allow me to rephrase myself, instead of outright upping its damage could you just lower the base force of the sword object and use a sharpness bonus in its place, in which case iron has a minimal amount of sharpness. You've already put in a system for blunt weapons and currently upgrading the materials only maximised the raw attack force of the weapon

Attack force co-efficient sharpness to damage output (with reduced base attack of the swords), hence sharpening the weapon further with whetstones would only make the weapon more powerful as per a example of how the system works.
Boring spritedump
Spoiler:
Warhammer, Mace, Shield & large blunt handle item icons
Warhammer & Mace Worn Sprites
righthand warhammer smith.dmi: https://file.house/T4na.dmi
righthand warhammer.dmi: https://file.house/mMdE.dmi
righthand mace.dmi: https://file.house/zUI3.dmi
righthand mace smith.dmi: https://file.house/_5ry.dmi
lefthand warhammer.dmi: https://file.house/gPzc.dmi
lefthand warhammer smith.dmi: https://file.house/tUjI.dmi
lefthand mace.dmi: https://file.house/EBX8.dmi
lefthand mace smith.dmi: https://file.house/Gnuv.dmi
back warhammer.dmi: https://file.house/tfxf.dmi
back warhammer smith.dmi: https://file.house/_GWH.dmi
back mace.dmi: https://file.house/G1z5.dmi
back mace smithed.dmi: https://file.house/rYZA.dmi
Sheild Worn Sprites
shield back.dmi https://file.house/BRz2.dmi
lefthand shield smithed.dmi https://file.house/b5aj.dmi
righthand shield smithed.dmi https://file.house/6RIQ.dmi
Clay (because your diharrehea sprite was not pretty goof, enough to annoy me)

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Re: cave dwarves (lavaland ghost-role)

Post by iamgoofball » #300126

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Re: cave dwarves (lavaland ghost-role)

Post by Grazyn » #300127

You can already make homemade soap if you mix gibs, ash, water, and heat up
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #300145

Grazyn wrote:You can already make homemade soap if you mix gibs, ash, water, and heat up
Collect ash, collect gibs & then put onto a active bonfire with a grille. = Soap.

Collect ash, collect oil (maybe from bashing borgs or floor muck) and also some salt (salt shaker/maybe from a ruin) over a bonfire will make plastic.

Spoiler:
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Re: cave dwarves (lavaland ghost-role)

Post by Steelpoint » #300148

I think the dwarves need some kind of long term goal to strive for.

There's no incentive to build up a fort at all, every round it's just the dwarves digging out in all directions strip mining the area for more metal, which then has no purpose since you only need a few bits of diamond to make top tier equipment.

I think one idea is a invasion mechanic, where after a certain amount of time (and dwarves) that a hoard of lavaland monsters will spawn and attempt to destroy the portal, or at least all the dwarves. This would give a incentive for the dwarves to focus on creating a actual fort instead of just mining for the sake of it.
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Re: cave dwarves (lavaland ghost-role)

Post by Steelpoint » #300157

I've created a new Lavaland role page, hopefully this will help people find the Dwarf page: https://tgstation13.org/wiki/Lavaland_Role

I think putting it on the main job page would just add a lot of clutter.
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Re: cave dwarves (lavaland ghost-role)

Post by D&B » #300194

The rate at which people can spawn (and respawn) should be tweaked to be higher. Right now half the server ends up as dwarves which depopulates the station in general.


On another point, I feel like this would do pretty good in Planetstation if it ever comes to fruition.
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[20:26:02]ADMIN: PM: [censored admin]->[censored]: Welp. It was just a prank bro isn't a very good excuse when it comes to unprovoked nonantag murder, but since this is your first time doing it and you seem to understand the problem instead of a bannu I'm just going to leave you with a warning. Please PLEASE don't do this again in the future, as funny as crackhead broken bottle memes can be. Alrighty? Do you have any input on this?
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Re: cave dwarves (lavaland ghost-role)

Post by Grazyn » #300224

Had a round where dwarves killed 3 megafauna (hierophant, drake and Legion) which attacked the fortress AT THE SAME TIME by sheer force of numbers. Just a zerg rush of angry midgets with nothing to lose armed with diamond swords. They also killed bubblegum towards the end of the round, then someone triggered the chainsaw spell and dwarves all slaughtered each other re-enacting a tantrum spiral.
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Re: cave dwarves (lavaland ghost-role)

Post by ShadowDimentio » #300266

[canon]
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #300274

Random sprite dump
Spoiler:
admantine.dmi https://file.house/cTyw.dmi (see attachments)
adamantine ore.dmi https://file.house/mu8w.dmi (for rocks to make changelingrain happy)
broom.dmi https://file.house/VpCg.dmi (see attachments)
smelter bucket.dmi https://file.house/aalW.dmi (see attachments)
Does not allow witches to fly, ideally made out of a wooden broom head, a rod and some dried grass/wheat.
Does not allow witches to fly, ideally made out of a wooden broom head, a rod and some dried grass/wheat.
broom.dmi (321 Bytes) Viewed 10360 times
What adamantium actually looks like, not red jelly or a skull for people who have yet forgotten (not my sprite, just conserving it from a earlier commit)
What adamantium actually looks like, not red jelly or a skull for people who have yet forgotten (not my sprite, just conserving it from a earlier commit)
admantine.dmi (420 Bytes) Viewed 10359 times
For all your molten needs
For all your molten needs
smelter bucket.dmi (339 Bytes) Viewed 10360 times
One final thing, what do you generally think of this crundle? I opted it as a cat & chicken replacement (lays eggs, drops scales & meat) etc but goof said nay :cry:

Image

Gutlunches are said to be the 'official' replacement.

Spoiler:
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Re: cave dwarves (lavaland ghost-role)

Post by oranges » #300354

Image

Engaging gameplay according to goof
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Re: cave dwarves (lavaland ghost-role)

Post by MMMiracles » #300355

apparently engaging enough for people to want to play it
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Hints:
------
Submitted by: sandstorm

The best way to get a girl/boy friend is to click on them say "hi" then push enter
then say "your cute" then push enter,wait until they say somthing back if they
don't go for another.
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #300357

Ruin got remapped quickly, that was a old build. Its EVER evolving.

Image

Oh and if the rock wall offends your eyes, here's a smooth wall, though i dont have anything sprited at the moment as a tool to smoothen it with.
Smooth Rock.dmi: https://file.house/o_h-.dmi
Attachments
Smooth Rock.dmi
Smooth Rock.dmi (1.63 KiB) Viewed 10297 times
Last edited by FantasticFwoosh on Mon May 29, 2017 11:39 pm, edited 2 times in total.

Spoiler:
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The Clowns Pocket
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Re: cave dwarves (lavaland ghost-role)

Post by The Clowns Pocket » #300375

Does this promise to be as shitty as Cerestation?
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Re: cave dwarves (lavaland ghost-role)

Post by D&B » #300380

Have you guys toggled spawn limiters yet?

Is the portal destroyable?
Spoiler:
[20:26:02]ADMIN: PM: [censored admin]->[censored]: Welp. It was just a prank bro isn't a very good excuse when it comes to unprovoked nonantag murder, but since this is your first time doing it and you seem to understand the problem instead of a bannu I'm just going to leave you with a warning. Please PLEASE don't do this again in the future, as funny as crackhead broken bottle memes can be. Alrighty? Do you have any input on this?
[20:26:39]ADMIN: PM: [censored]->[censored admin]: Alright, no problem. I have some input. Fuck my boy pussy.
[20:27:06]ADMIN: PM: [censored admin]->[censored]: Okay then. Have fun.
[20:31:29]ADMIN: PM: [censored admin]->[censored]: Excuse me?
J_Madison wrote: that's a stupid fucking stat
you don't play, you've never played
lying little shit with your bullshit stat
fuck you
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #300384

D&B wrote:Have you guys toggled spawn limiters yet?

Is the portal destroyable?
To my knowledge no (multiple people can still spawn in wildly) and yes (though griefing the portal is disabled on dwarves)

Spoiler:
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Image
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Re: cave dwarves (lavaland ghost-role)

Post by bman » #300413

dwarf hair is too far down tested with ponytail 1

i think

maybe high pony
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Re: cave dwarves (lavaland ghost-role)

Post by onleavedontatme » #300459

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Re: cave dwarves (lavaland ghost-role)

Post by Dr_bee » #300460

Kor wrote:Image
That is hilarious!

humans trying dwarf science, how silly, dont they know it only works on "touch" reactions? so I guess you could make a styptic powder mace and beat people into healthiness with it.
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RandomMarine
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Re: cave dwarves (lavaland ghost-role)

Post by RandomMarine » #300475

I already forged a shovel head out of synthflesh as a MD.
It heals 34.5 brute and 37.5 burn each hit, unlimited.

I survived rampaging silicons, a station-wide plasmafire, and a blob by just chilling out in space and whacking myself with it.
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Anonmare
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Re: cave dwarves (lavaland ghost-role)

Post by Anonmare » #300480

Don't question craftsdwarveship
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ShadowDimentio
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Re: cave dwarves (lavaland ghost-role)

Post by ShadowDimentio » #300485

INTENTIONAL MECHANICS

DO NOT NERF
Spoiler:
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-Not-Dorsidarf

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-Armhulen

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">7 8 6
WHAT MADNESS IS THIS? POETIC ANARCHY!"
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">Paying over a $1000 for a lump of silicon and plastic
Lol"
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Grazyn
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Re: cave dwarves (lavaland ghost-role)

Post by Grazyn » #300495

oranges wrote:Image

Engaging gameplay according to goof
Insert "A maintainer just showed disinterest/opposal to your pr" copypasta

But seriously there are some things that need tweaking, like respawn being unlimited with no cooldown, cats not breeding and dropping finished leather when butchered, dwarves not having their language set as default, fortress building being pretty much impossible since you have to forge sheets one at a time, and maybe something else
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RandomMarine
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Re: cave dwarves (lavaland ghost-role)

Post by RandomMarine » #300499

Hey, I thought that whole clusterfuck was fun.

That's me in the middle, by the way. The one-legged dwarf sleeping on the bed in a pile of his own vomit.
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iamgoofball
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Re: cave dwarves (lavaland ghost-role)

Post by iamgoofball » #300510

Grazyn wrote:
oranges wrote:Image

Engaging gameplay according to goof
Insert "A maintainer just showed disinterest/opposal to your pr" copypasta

But seriously there are some things that need tweaking, like respawn being unlimited with no cooldown, cats not breeding and dropping finished leather when butchered, dwarves not having their language set as default, fortress building being pretty much impossible since you have to forge sheets one at a time, and maybe something else
Everything but the language was fixed
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Lumbermancer
Joined: Fri Jul 25, 2014 3:40 am
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Re: cave dwarves (lavaland ghost-role)

Post by Lumbermancer » #300512

Why is it a game within a game?
aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
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Luke Cox
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Re: cave dwarves (lavaland ghost-role)

Post by Luke Cox » #300517

Lumbermancer wrote:Why is it a game within a game?
Because it's F U N
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