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Poll

New scripts allows creature spawning. Which type would you like most? You have 2 votes.

Constructs: Mechanical/Steampunky Creatures, like Turrets, Landmines and Golems.
Fungi: Fungus-farming dwarves create Myconids, Slimes and Blobs.
Summoning/Conjuration: Demon and/or Elemental summoned at a magical altar.
Animate/Alchemy: Animate mud, stone, gems, metals, weapons or armor into "animated sword" or "mud golem"
Entymologist: Create giant insect versions, like Giant Spiders and Giant Roaches through mutation.
Heroes/Unique Super-Creatures: Hire well trained mercs or heroes of dwarven legend. Only one at a time. (Unsure if possible)
Something else (Please give more info about your idea)
Whatever you think is best, Meph. But rather towards new types. (Fungi/Demons/Animated things)
Whatever you think is best, Meph. But rather towards existing types. (Constructs, Colosseum)

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Author Topic: UPDATE - V.3i - Pottery, better Animal Training, Spawn Test and better manual.  (Read 13200 times)

BoffoDorf

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RIP Dragon Raptors. Nothing like the 3 of them camping my fort and putting their evil judo mojo on the lumberjacks and masons feverishly building the wall designed to keep their like out!
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ElenaRoan

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OK, who broke the server? *lol*
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Someone, get the bug zapper! What do you mean that won't work on a bug the size of a house which glows? No, I don't want to hear it. Just get the damn zapper.

dukea42

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instead of "dog-shaped helm" how about "Hound Helms" because alliteration and simple is good for naming items?

Now the tough choice of Dwarf or Kobold first.
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My posts are probably based on Masterwork DF mod

vonsch

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Can't decide which to try first...

So many choices.
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Meph

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    • worldbicyclist

Felius: Yes it does... cant make it actual powder, otherwise dwarves cant pick it up, because its outside of containers.

Sabbykat:
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Would the increased skill make them 'deadlier'? More damage to flesh, pierce armor better, shoot further, all of the above?
They should hit better, just like any other archer that learns ranged-combat skills.

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Maybe able to 'create' new migrants/other race migrants (if there's no issue with that functioning)
Dwarven migrants no problem, I already spawn new kobolds in kobold camp. That works. I can also spawn goblins or whatnot as part of your fort, but they are (tame) civ-members, which do no labor. They are civ-members though... no one figured out how to fix that yet.

TheKevroar: Lol, after I finished everything I packed all the guides into their own folder... thats the reason why the logos are missing too. Its simply because the location changed, the pictures are looked for in the wrong folder. They are still there, in masterworkdwarffortress/repository :) Its easy to fix.

Arkenor: We will see how it plays out over several maps, but tetrahedrite did only have copper, no silver in the mod since ever... and all other metals only have one ore, I was actually surprised that copper had three. If it does not work out, its an easy fix. I always test with default settings and the pre-set worldgens and it looked fine. :)
 
Gnome civ's are now disabled by default?: No, the civ is still there, but inactive. They wont act on their own, so you need a wealthy fort with an embassy to call them to you. This way you can control when they come, if at all. I might introduce that as an optional setting for all races... you only trade when you call the caravan... makes more sense then having a caravan arrive on top of an ambush/siege...

Etherdrinker: I just tested, dfhack works just fine. Nothing I could break, anyway. Must be your system.

vonsch: Which? You mean Dwarf or Bold?

vonsch: I based the name on this: "A small, dog-like humanoid with long drooping ears." so its dog-shaped helm for dog-like dudes. But I know what you mean.
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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 :::

Felius

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I'm very concerned with the change in copper ores. Tetrahedrite appears in all stone layers while malachite is far rarer.

On a sidenote: Did all ores produce reduced amounts of bars?
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"Why? We're the Good Guys, aren't we?"
"Yes, but that rather hinges on doing certain things and not doing others." - Paraphrased from Discworld.

Meph

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[ENVIRONMENT:METAMORPHIC:VEIN:50] I did add to malachite to make it more common.

Yes, all ore are reduced to 50% with harder smelting on. Atm this setting doesnt work anymore, I set it to 75% of vanilla. I feel that metal is quite abundant. They also have 2% orichalcum now, twice as much as before.
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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 :::

Felius

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Still would rather have the tetrahedrite though. Copper is the most basic weapon's grade metal, the one that you can always count to have around if nothing else useful.
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"Why? We're the Good Guys, aren't we?"
"Yes, but that rather hinges on doing certain things and not doing others." - Paraphrased from Discworld.

Billy Jack

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Without Sprites, how are familiars created?
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Nahere

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Without Sprites, how are familiars created?
DFHack magic.
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Meph

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Actually, he has a good point. Familiars are the interaction-based creature that mages make. I cant run the spawnunit from interactions... so no familiars in the current version. Damn, didnt think about that.

I can either use changelings, or move the familiar-making to the workshop.
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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 :::

Felius

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I'd go with a reaction in the magic workshops. Never liked automating the familiar creation, specially considering the risks when a fire mage is involved.
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"Why? We're the Good Guys, aren't we?"
"Yes, but that rather hinges on doing certain things and not doing others." - Paraphrased from Discworld.

Meph

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The problem is that the workshop reactions would be unlimited, while the familiar-interaction is limited to once per mage. ;)
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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 :::

Meph

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Bug Alert: Pottery only works with default tileset. I didnt knew that inorganic_other, which has no inorganics that occur naturally, has different tileset versions... so phoebus, ironhand and ascii are lacking this file. You can copy if over from the default set of raws, but that needs a new world gen.
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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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