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Author Topic: MW questions  (Read 3458 times)

MerkerBenson

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MW questions
« on: March 04, 2014, 04:45:07 pm »

Yo, I've just started with DF:MW and I must say I'm ecstatic about it, it's awesome.
However, I'm not sure how to make some things work, so here goes:

1. How do I turn on workflow and hotkey it to work as it does with LNP? it's a lifesaver, really. Also mousequery track doesn't work, even when enabled with DFhack. I don't have mouse control for switching Z levels or map scrolling.

2. How do I make soundsense to work with DF:MW? Only the ingame-music ever works, no sounds from soundsense even if I turn every in-game sound off. Soundsense works fine with vanilla DF. I can't play without soundsense now after I've used it :P

3. What do I do with the bone-dry statues and clay-crafts? they're worth nothing and are incredibly heavy for some reason... what process am I missing?

4. One of my weaponsmiths got a mood and made an orichalcum mace worth 130k. Is that any good?(the manual says it's epic, but the value is meh for an epic material).

5. I found the orichalcum from archaeological surveys, how do I make this thing if it's that epic? :D

6. My fortress is named Malignsleeved and my civ is the Net of Chaos, does that mean I get evil wizards in my fort eventually or something? :P

7. One of the migrant waves brought a Nun, who's supposedly not supposed to work or get any skills except praying. I built a monastery for her so she would become a priestess, even reserved the place just for her yet she never seems to get there, even when she's not doing anything. She does do the odd job though, especially hauling stuff for no reason.

8. I got plump helmet men!!! I had already started the embark with a junkload of them(hey 6 pts for one, ok! :D )  before I found the warning in the manual. I have not read the spoilers, but now I have a small army of these things locked up in a room(they breed faster than fire!!!). Any guides on this? :P I did saw one of the free ones drop a chunk of itself to rot the place up :D

9. Any youtube walkthrough/playthrough of advanced MW:DF ? That's how I learned to play DF properly, there are plenty of MW videos but I want one that shows many of the features and advanced tricks.

10. Which workshop makes the parts for screw pumps(ie pipes other than brass) ?

Thanks in advance!

Cheers
« Last Edit: March 04, 2014, 05:31:00 pm by MerkerBenson »
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palu

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Re: MW questions
« Reply #1 on: March 04, 2014, 05:21:35 pm »

5. You have A 2% chance of getting it when smelting ores, or 1% for unprocessed ores
6 - You may get Dark Mages, but this has nothing to do with your fort name.
7 - Did you run the reaction?
10 - I think you make these at the forge
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MerkerBenson

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Re: MW questions
« Reply #2 on: March 04, 2014, 05:33:32 pm »

5. You have A 2% chance of getting it when smelting ores, or 1% for unprocessed ores
6 - You may get Dark Mages, but this has nothing to do with your fort name.
7 - Did you run the reaction?
10 - I think you make these at the forge
5. Cool ,so I should make lots of bars :)
6. Aww, I was hoping they were evil or something. They did launch attacks with armies of thousands on random goblin forts with 200 defenders :P
7. I even ran the praying command, and the nun refuses to go to the monastery(never activates the job, and she's the only one who's allowed to use the monastery)
10. No rock pipes?
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palu

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Re: MW questions
« Reply #3 on: March 04, 2014, 05:44:57 pm »

7. Does she have the praying labor Enabled?
10. I think you can make rock pipe sections at the stonecrafter and other crafters, and I know you can make them at the carpenter.
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MerkerBenson

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Re: MW questions
« Reply #4 on: March 04, 2014, 05:52:30 pm »

7. She doesn't seem to obey Dwarf Therapist, just randomly does some jobs. All dwarfs eventually do random hauling jobs, even with them disabled but the nun doesn't follow any specific orders.
10. Cool, I'll look around when I can play agian.

Cheers
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LMeire

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Re: MW questions
« Reply #5 on: March 04, 2014, 07:19:36 pm »

1. No idea.

2. I don't play with any utilities, but I think there's a compatible Soundsense in the launcher under the same tab as the other utilities.

3. IIRC Pottery crafts are made as such: Collect clay at the clay oven > Shape at the pottery > dry at the pottery (x2) > glaze with dye at the clay oven (optional) > fire at the kiln

I might have the wrong names for the workshops, but I'm sure that it's that process with the reactions.

4. Orichalcum is better than steel/weaker than adamantium; though because of it's rarity (compared to other metals) I would avoid using it in anything that isn't a masterwork weapon or better, 'cause it's also a main ingredient in a lot of magic-type things like enchantment runes and some such.

5. There's a random (low) chance of making a bar of orichalcum with any smelting reaction. (I've noticed that I get more from smelting unprocessed ores, but that might be imagined on my part.) Also, unless it's been changed in one of the more recent updates, the Orcs have a high-tier reaction to make orichalcum out of lower-tier metals in their "ancient great forge" or whatever.

6. Names are just as random on Masterwork as they are on vanilla, I had a fort named "FishPresent" in the middle of the scorching desert. Nothing stopping you from trying to live up to the name though, makes a nice goal-post.

7. No idea, DT should have been able to fix the problem. Is she in a different burrow than the monastery maybe?

8. PHM are troublemakers, and you will have a bad time if you keep them unsupervised. The more eyes on them, the better. (The one with the missing arm probably ripped it off himself out of spite. Dastard.)

9. I dunno.

10. Carpenter's shop for wood parts, stonecrafter + stoneforge for rock parts, vanilla forge for metal parts. Some of the other races might have extra/different buildings like the Warlock's "Engineer's Quarters" and such, but those are generally the buildings to have for that.
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palu

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Re: MW questions
« Reply #6 on: March 04, 2014, 09:14:53 pm »

Quote
I've noticed that I get more from smelting unprocessed ores, but that might be imagined on my part.
This is not true. You have twice the chance to get orichalum from processed ores as you do from unprocessed ones.
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kamikazi1231

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Re: MW questions
« Reply #7 on: March 05, 2014, 12:04:36 am »

I was under the impression that each smelting reaction created 1/100th a bar of orichalum just like melting metal objects provides a certain percent of a bar. That's why it's important to do as much smelting in one furnace as possible so you don't sit there with 99/100 in multiple smelters.

Use the built in soundsense in the gui. Make sure to update the pack in there so you get all the sounds. Itll take a long time.

Are you queuing up praying jobs because it's a job not automatic.  They will still do other jobs just won't gain skills in them. Good for an emergency wall going up.

Plump helmet men are tricky. I'd suggest slaughter all but a male and three females. Just kill their offspring every season and you'll be rolling in food. You could also cage them and throw them into the wilderness to fight invaders using the siege engine plugin.

Go look for silverdragonlord on youtube. He's on his eighth masterwork play through.  Unique embarks each time. I'd watch for most recent ones for the current state of the mod.

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palu

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Re: MW questions
« Reply #8 on: March 05, 2014, 10:20:10 am »

No, It's just a 1% or 2% chance each time, totally random. I've gotten two orichalum bars within a month of setting up smelting, and none after a year.
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MerkerBenson

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Re: MW questions
« Reply #9 on: March 05, 2014, 04:43:20 pm »

Thanks everyone for the replies!

I was under the impression that each smelting reaction created 1/100th a bar of orichalum just like melting metal objects provides a certain percent of a bar. That's why it's important to do as much smelting in one furnace as possible so you don't sit there with 99/100 in multiple smelters.

Use the built in soundsense in the gui. Make sure to update the pack in there so you get all the sounds. Itll take a long time.

Are you queuing up praying jobs because it's a job not automatic.  They will still do other jobs just won't gain skills in them. Good for an emergency wall going up.

Plump helmet men are tricky. I'd suggest slaughter all but a male and three females. Just kill their offspring every season and you'll be rolling in food. You could also cage them and throw them into the wilderness to fight invaders using the siege engine plugin.

Go look for silverdragonlord on youtube. He's on his eighth masterwork play through.  Unique embarks each time. I'd watch for most recent ones for the current state of the mod.
Hmm, I have about 4 bars of Orichalum, probably from the couple of copper bars I made(not a lot) at my one lousy furnace. So I guess it really is random. Just like everything in DF :D
Well, War Plump Helmet Men seem to pack quite a punch, they helped against thieves and random wildlife. I'll get round to making a bigger food storage then :P
Well no praying job was ever completed at the monastery, the Nun never visited it, not for praying or the ascension to priestess, even when she had nothing to do...Guess I'll have to do more experimenting. Also, one of the arriving merchants "swore an oath of celibacy" or something long those lines. Does that mean he's an apostle or something? Can I recruit him for my fort?

Oh, I watch SD, I like his LPs, but I don't like the fact he never finishes a DF:MW playthrough, leaves the fort handing in the air a bit there :)

Cheers

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MerkerBenson

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Re: MW questions
« Reply #10 on: March 06, 2014, 11:30:41 am »

So, I just found a bone of Armok. What's it good for?
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Meph

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Re: MW questions
« Reply #11 on: March 06, 2014, 11:44:15 am »

Alchemist can make metal.from it.
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MerkerBenson

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Re: MW questions
« Reply #12 on: March 07, 2014, 06:57:40 pm »

Any guide on how to efficiently set up research? I seem to have some issues with it.... mainly my researchers not making enough papers.

Also, glue, any good source of it? I still don't have the herbalist because of the slow research...

Cheers
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palu

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Re: MW questions
« Reply #13 on: March 07, 2014, 07:38:03 pm »

You can boil it from hoof/horn at the kitchen, and press it from bloated tubers in the kitchen, and, as mentioned, you can extract it from spore trees in the herbalist. Also, you don't need glue and paper for most research.
Edit: You can use vellum instead of leather. 3  peices from leather at the tanner, and papyrus at the thachery.
« Last Edit: March 07, 2014, 07:44:48 pm by palu »
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kamikazi1231

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Re: MW questions
« Reply #14 on: March 08, 2014, 01:48:19 am »

I find papyrus to be the best to use since most stable forts will have massive amounts of random plants to turn into it.
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