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Author Topic: [ORC] Discussion and Download Latest! (v1.42B)  (Read 141971 times)

smakemupagus

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #840 on: June 21, 2013, 12:02:04 pm »

I think no, but that glass and gem cutting might give a different rate.  Not positive.

Excaerious

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #841 on: June 21, 2013, 06:48:41 pm »

1.41 has been amazing thus far!
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Pharaun

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #842 on: June 21, 2013, 10:03:11 pm »

I'm playing the version currently released with the Masterwork Mod, and I am unable to crush wolframite or mithril at the Damasc Foundry. I've bags and stones aplenty that are both available for use and conveniently located within ten tiles of the forge. Any ideas?
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smakemupagus

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #843 on: June 21, 2013, 10:51:39 pm »

I'm playing the version currently released with the Masterwork Mod, and I am unable to crush wolframite or mithril at the Damasc Foundry. I've bags and stones aplenty that are both available for use and conveniently located within ten tiles of the forge. Any ideas?

Hmm .. Works in my test fort (1.41B, but nothing has changed for the Damasc).

Have you tried the manager yet?

Quote
putting aside possible chance of user error (broken stockpile links, etc.); there is an occasional pathfinding bug in all custom reactions including those in vanilla DF. It is  usually (not always) triggered when the stockpile and workshop are in separate burrows, even if the burrows are inactive.  You can rearrange burrows, or have the manager run the reaction.  After 1 time the manager does it the workshop often becomes normally active again.

Having the Manager attempt the reaction is usually a good thing to try, because if it is not the pathfinding bug, you'll often get a helpful error message.

Meph

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #844 on: June 22, 2013, 02:39:22 am »

I updated the main mod to 1,41B.

Some changes/oddities I found:
You added the kobold witcher to inorganics I dont use. (dont worry about it)
You forgot to add kobold witcher to inorganic I do use. (dont worry about it)
I did remove IS_STONE from turbo and similar boiling stones, to clean up stockpile menues. 3 in total.
Evil elves still use moon/crescent arrows.
My evil humans still had a gambling workshop and reactions. You did remove them on yours. Why?
I replaced some tile:177 in workshops to tile:178, since I use 177 for something else in the new tileset.
Why do you keep the seperate body file (6 tusks?), if I already have it in the main mod?

The update itself looks good. :) No errorlog, besides the shifting missing creatures, because I cant toggle to files for it atm. ^^
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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 :::

smakemupagus

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #845 on: June 22, 2013, 10:34:21 am »

Hi Meph :)
Thanks for rolling it into your update!

>> Evil elves still use moon/crescent arrows.

Oops, noted, will fix.
 
>> My evil humans still had a gambling workshop and reactions. You did remove them on yours. Why?

Oh, I removed when I was debugging that Deep drow world gen crash, and didn't think of putting those back since they would only matter if actually playing as Bandits, I think?  But of course it could go back in since the crash was found.

>> I replaced some tile:177 in workshops to tile:178, since I use 177 for something else in the new tileset.


Thanks!

>> Why do you keep the seperate body file (6 tusks?), if I already have it in the main mod?

Hmm no reason, the file was still in my folder since I was playing with some body plans again (will use some custom body plans it if the Orcs ever get a warpstone lab).  At the moment I guess it's just an empty/commented out file.

Gamerlord

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #846 on: June 22, 2013, 11:01:21 am »

He didn't properly update it. It is missing the new furnaces. Not only that, but there is something funky going on with the 'f' key now. At least for my computer. Renders it almost unplayable.

smakemupagus

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #847 on: June 22, 2013, 05:03:51 pm »

@Gamerlord:

I fired up a game quick in 3c and the Blacksmoke Furnace and Steamfoundry are there (build->furnace under "Orcish Furnaces" setting.

I get the odd zooming with 'f' too though.  It's set under Keybindings -> General -> Zoom in, you can delete it there.

Dunno why the Magma Factory appears at startup, it does have [NEEDS_MAGMA] tag.  Anyone know, does that only work properly for Furnaces?  Hmm.
« Last Edit: June 22, 2013, 05:15:28 pm by smakemupagus »
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smakemupagus

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #848 on: June 22, 2013, 07:46:02 pm »

my best guess is that Meph only updated Orcfort in his new Default tileset and you're using something else.  What tileset are you using? 

At a quick glance at raws, it seems to be missing the new buildings in Pheobus.  Although, i'm not 100% sure on how the tileset switching raws work.
« Last Edit: June 22, 2013, 07:48:48 pm by smakemupagus »
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Gamerlord

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #849 on: June 23, 2013, 01:37:15 am »

I set it to Ironhand. I ALWAYS set it to ironhand... and where is this keybindings?

Meph

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #850 on: June 23, 2013, 01:55:27 am »

Ups.. yeah, the new tileset has the building files in it. completely forgot that changing tilesets now changes the buildings now as well.
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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 :::

Gamerlord

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #851 on: June 23, 2013, 02:26:24 am »

So which tileset do I use?

Meph

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #852 on: June 23, 2013, 02:50:24 am »

Matrix. The default one. Or just copy the building files over from it.
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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 :::

Gamerlord

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #853 on: June 23, 2013, 02:52:13 am »

Fine.

EDIT: They aren't there. For ANY of the tilesets. I checked each and every one.
« Last Edit: June 23, 2013, 02:59:58 am by Gamerlord »
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Meph

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Re: [ORC] Discussion and Download Latest! (v1.41B)
« Reply #854 on: June 23, 2013, 03:14:03 am »

Thats because I only updated the ones in the currently used raws, which are replaced when you switch tilesets, effectively deleting them.

If you unpack the mod, they are installed. If you switch tilesets, its gone, because switching tilesets replaces building files now. (which is temporary, till I have access to my UI again)
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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 :::
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