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Author Topic: First time using Masterwork - trying to go easy on new features...  (Read 1906 times)

masterdiscord

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I couldn't make alloys, since I turned off the Alloy Furnace, being under the impression it would leave the vanilla reactions alone. I also got a huge pile of slag I wasn't expecting because I turned off the Slag Pit. I'm hoping that turning on those devices will bring those aspects back, but it would make a lot more sense to leave at least the vanilla alloys in the Smelter and Magma Smelter if the Alloy Furnace is off. Likewise, making loads of slag doesn't make sense when someone turns off the Slag Pit. If nothing else I can dump the slag out of the way or use it to build.

I was also having difficulty figuring out how to get seeds from trees. I've been buying them, but that only goes so far. And I assume that Feather Trees are special and cannot grow in the farms? I've been using all my featherwood for bins (using alt-A to specify all my bins to be made from featherwood) and I have a good enough supply for now.

Also, I found Titanite, but I can't figure out what to do with it. I assume I need the Alloy Furnace but the manual refers to the Arc Furnace which doesn't seem to exist.

How does one get Tobacco for the Tavern? The manual mentioned 'cooking leaves in the Kiln' I think, but where do I get the raw leaves? o.O I built a tavern in the middle of my dining hall, and it seems to make the dorfs happy but they're missing out on the benefits of pipe weed. :)  (Might actually be a nice change if it were called Pipe Weed or something, instead)

I LOVE the fish pond. Keeps the morons from running out to fish in the river when there's a perfect spot inside the walls. I thought the Trading Goods depot was going to be lame, but it has been interesting. I like that I can buy library goods in bulk instead of building up yet another industry.

I'm actually getting decent military skills for the first time with the Libraries, but it's a little confusing because the actual book items don't have the same name as the reactions and the reactions show whether you have the book or not. (I think.)

Oh, and my first artifact seemed to take forever to kick off, but when I finally got one, it was an Orichalcum Shield made with the first bar I found. It only menaced with wooden spikes but hey, artifact shield, right?
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Nahere

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Re: First time using Masterwork - trying to go easy on new features...
« Reply #1 on: August 13, 2013, 03:45:59 am »


How does one get Tobacco for the Tavern? The manual mentioned 'cooking leaves in the Kiln' I think, but where do I get the raw leaves? o.O I built a tavern in the middle of my dining hall, and it seems to make the dorfs happy but they're missing out on the benefits of pipe weed. :)  (Might actually be a nice change if it were called Pipe Weed or something, instead)

I only play kobold camp so I can't answer the other questions, but when it says leaves it means any plant with leaves. This means any plant referred to as weed, bush, or leaf will work.
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Meph

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Re: First time using Masterwork - trying to go easy on new features...
« Reply #2 on: August 13, 2013, 06:07:08 am »

The book names dont match up with the training skills, because its a lot more skills then book. A farming book for example trains farming, animal training, herbalism, butchery, everything from the skill category.

Arc Furnace => Where did you find that word? It has been removed since 10 versions or so...

Makes sense to move alloys back to smelter if disabled the Metallurgist. I made a note of it.

Tobacco => Any plant with leaves, just use the farmers workshop to bag them. But yeah, Pipe-Weed does sound a lot more dwarfy.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

dukea42

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Re: First time using Masterwork - trying to go easy on new features...
« Reply #3 on: August 13, 2013, 08:32:01 am »

Crucible is what you're looking for on titanium wolfram and colbalt production. Needs steel though so not the easiest to build right away. It makes more efficient steel too. I'd keep the metallurgist for the alloy production. Colbalt is ok as an iron level metal, but it's need for steel means you can already be using better. However, it shines again as a metal when you can get billion (copper and silver) to make the patterweld version.  That is one of the best cutting/slicing metals before you know what.

Oh... Seeds from trees... That comes from the timberyard. Also expensive but if you save up the materials and get glass blades quickly you can never be concerned about wood again. The trees are treated as plants so your farmers pick them and then your cutters take them to the yard to cutlt into wood and more seeds. Smoothing normal wood also gives seeds I believe.
« Last Edit: August 13, 2013, 08:39:37 am by dukea42 »
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My posts are probably based on Masterwork DF mod

masterdiscord

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Re: First time using Masterwork - trying to go easy on new features...
« Reply #4 on: August 13, 2013, 10:36:17 am »

Thanks all for the replies.

I thought that the skill books might work that way, but, for example, what does Military Tactics work with?

The entries in /MasterworkDF v3e/Manual.html under Mithril, Wolfram, Cobalt, Titanium, and Chromium all say Arc Furnace.

Are the entries at the DF Wiki now the official Masterwork wiki presence? I may sign up to add things when I haven't been able to find answers in-game.
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Meph

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Re: First time using Masterwork - trying to go easy on new features...
« Reply #5 on: August 13, 2013, 09:52:36 pm »

Yes, the wiki has a category just for Masterwork. And thanks for the Arc-Furnace heads up, I will fix it.

Military tactics should be Leadership, Teacher, Student, Observation. All of which greatly influence the time the dwarves learn from sparring.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

masterdiscord

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Re: First time using Masterwork - trying to go easy on new features...
« Reply #6 on: August 13, 2013, 11:39:06 pm »

Sweet, that was what I was hoping for. I'm actually managing to build a capable military for the first time ever. :p Last time I tried, a FB with deadly dust wiped my whole fortress out in less than a minute, while my soldiers were scrambling to pick up their stuff. :p
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xaldin

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Re: First time using Masterwork - trying to go easy on new features...
« Reply #7 on: August 15, 2013, 09:21:47 am »

I was thinking one thing that might really help would be a downloadable world that has all the masterwork features/buildings turned on with a built out fortress demonstrating them. That way someone could load it up and look at each of the buildings/items/processes.  Or at least as many as possible given some are random events and such.  After reading the docs for bit my eyes start to cross gathering the information I need (size of rooms, requirements to build etc) so having a visual reference would be handy at least in my mind.
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Ivan Issaccs

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Re: First time using Masterwork - trying to go easy on new features...
« Reply #8 on: August 15, 2013, 10:35:30 am »

One thing I cant overstate is how useful Lammelar leather is. You can set up your dwarves to make almost all your leather into it and then make cloaks, military or not you dwarves will all automatically grab a cloak of it and it gives them a very high coverage decent armour, prevents a lot of the discovering a kobold and getting their legs motor nerves cut out.
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I always enjoy getting those immigrants that are like "I can make soap and potash and lye and cheese and-" then I cut them off with a "Hope you like bricks!" as I turn them into a mason.

masterdiscord

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Re: First time using Masterwork - trying to go easy on new features...
« Reply #9 on: August 15, 2013, 02:45:46 pm »

I've honestly never had that happen, but it's a good tip. My food (?!) stockpile is full of skins and scales and shells, idk how to deal with that, it's always been refuse before. Tannery is set on auto and there's a tanner/diplomat active, idk why they won't tan.
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Ivan Issaccs

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Re: First time using Masterwork - trying to go easy on new features...
« Reply #10 on: August 15, 2013, 03:28:19 pm »

Tanning the skins requires the leatherworking labour.
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I always enjoy getting those immigrants that are like "I can make soap and potash and lye and cheese and-" then I cut them off with a "Hope you like bricks!" as I turn them into a mason.

silentdeth

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Re: First time using Masterwork - trying to go easy on new features...
« Reply #11 on: August 15, 2013, 03:40:53 pm »

My advice would be to read the dfhack.ini file to learn the new hotkeys and what they do.
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