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Poll

What do you want next?

More enemies! - Civs & Creatures.
More items! - Weapons & Armors.
A manual! - Doesn't exist atm.
Kobolds - Hard mode, no digging.
Necromancers - Playable successor to the warlocks
Nagas - Water-based race. All new.
Hermit - Superhard mode, single person civ.
Humans - Traders & Guilds.
More GUI Options - Add optional stuff, like complete other mods!
Something else - Please post your suggestion.

Pages: 1 ... 15 16 [17] 18 19 ... 30

Author Topic: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.  (Read 117536 times)

Meph

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I cant pin it, but I could put both into one topic, but one download next to the other.
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Abyss, Holder of Light

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Any way I can send bug reports?

Blast furnace seems to ask for unprocessed ores for the processed reactions, and it's been itching my dwarven bone in a bad way.
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Clearly now all we need added are dogs with bees in their mouths and when they bark they shoot bees at you. Thus we can release them along with the dogs & bees themselves when unwelcome guests come to your fortress.

And then lock the door.

Meph

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Bug reports right here, and thanks for that one. Good catch. Here the fix:

Code: [Select]



[REACTION:BATCH_SMELT_PROCESSED_HEMATITE]
[NAME:Batch smelt pure hematite]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_A]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_A]
[REAGENT:A:5:BOULDER:NONE:INORGANIC:PROCESSED_HEMATITE]
[PRODUCT:100:25:BAR:NONE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:ORICHALCUM][PRODUCT_DIMENSION:150]
[SKILL:SMELT][FUEL]

[REACTION:BATCH_SMELT_PROCESSED_LIMONITE]
[NAME:Batch smelt pure limonite]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_B]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_B]
[REAGENT:A:5:BOULDER:NONE:INORGANIC:PROCESSED_LIMONITE]
[PRODUCT:100:25:BAR:NONE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:ORICHALCUM][PRODUCT_DIMENSION:150]
[SKILL:SMELT][FUEL]


[REACTION:BATCH_SMELT_PROCESSED_GARNIERITE]
[NAME:Batch smelt pure garnierite]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_C]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_C]
[REAGENT:A:5:BOULDER:NONE:INORGANIC:PROCESSED_GARNIERITE]
[PRODUCT:100:25:BAR:NONE:INORGANIC:NICKEL][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:ORICHALCUM][PRODUCT_DIMENSION:150]
[SKILL:SMELT][FUEL]


[REACTION:BATCH_SMELT_PROCESSED_NATIVE_GOLD]
[NAME:Batch smelt pure gold]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_D]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_D]
[REAGENT:A:5:BOULDER:NONE:INORGANIC:PROCESSED_NATIVE_GOLD]
[PRODUCT:100:25:BAR:NONE:INORGANIC:GOLD][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:ORICHALCUM][PRODUCT_DIMENSION:150]
[SKILL:SMELT][FUEL]


[REACTION:BATCH_SMELT_PROCESSED_NATIVE_SILVER]
[NAME:Batch smelt pure silver]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_E]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_E]
[REAGENT:A:5:BOULDER:NONE:INORGANIC:PROCESSED_NATIVE_SILVER]
[PRODUCT:100:25:BAR:NONE:INORGANIC:SILVER][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:ORICHALCUM][PRODUCT_DIMENSION:150]
[SKILL:SMELT][FUEL]


[REACTION:BATCH_SMELT_PROCESSED_NATIVE_COPPER]
[NAME:Batch smelt pure copper]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_F]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_F]
[REAGENT:A:5:BOULDER:NONE:INORGANIC:PROCESSED_NATIVE_COPPER]
[PRODUCT:100:25:BAR:NONE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:ORICHALCUM][PRODUCT_DIMENSION:150]
[SKILL:SMELT][FUEL]


[REACTION:BATCH_SMELT_PROCESSED_MALACHITE]
[NAME:Batch smelt pure malachite]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_G]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_G]
[REAGENT:A:5:BOULDER:NONE:INORGANIC:PROCESSED_MALACHITE]
[PRODUCT:100:25:BAR:NONE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:ORICHALCUM][PRODUCT_DIMENSION:150]
[SKILL:SMELT][FUEL]


[REACTION:BATCH_SMELT_PROCESSED_GALENA]
[NAME:Batch smelt pure galena]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_H]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_H]
[REAGENT:A:5:BOULDER:NONE:INORGANIC:PROCESSED_GALENA]
[PRODUCT:100:25:BAR:NONE:INORGANIC:LEAD][PRODUCT_DIMENSION:150]
[PRODUCT:100:12:BAR:NONE:INORGANIC:SILVER][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:ORICHALCUM][PRODUCT_DIMENSION:150]
[SKILL:SMELT][FUEL]


[REACTION:BATCH_SMELT_PROCESSED_SPHALERITE]
[NAME:Batch smelt pure sphalerite]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_I]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_I]
[REAGENT:A:5:BOULDER:NONE:INORGANIC:PROCESSED_SPHALERITE]
[PRODUCT:100:25:BAR:NONE:INORGANIC:ZINC][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:ORICHALCUM][PRODUCT_DIMENSION:150]
[SKILL:SMELT][FUEL]


[REACTION:BATCH_SMELT_PROCESSED_CASSITERITE]
[NAME:Batch smelt pure cassiterite]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_J]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_J]
[REAGENT:A:5:BOULDER:NONE:INORGANIC:PROCESSED_CASSITERITE]
[PRODUCT:100:25:BAR:NONE:INORGANIC:TIN][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:ORICHALCUM][PRODUCT_DIMENSION:150]
[SKILL:SMELT][FUEL]


[REACTION:BATCH_SMELT_PROCESSED_NATIVE_PLATINUM]
[NAME:Batch smelt pure platinum]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_K]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_K]
[REAGENT:A:5:BOULDER:NONE:INORGANIC:PROCESSED_NATIVE_PLATINUM]
[PRODUCT:100:25:BAR:NONE:INORGANIC:PLATINUM][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:ORICHALCUM][PRODUCT_DIMENSION:150]
[SKILL:SMELT][FUEL]


[REACTION:BATCH_SMELT_PROCESSED_TETRAHEDRITE]
[NAME:Batch smelt pure tetrahedrite]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_L]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_L]
[REAGENT:A:5:BOULDER:NONE:INORGANIC:PROCESSED_TETRAHEDRITE]
[PRODUCT:100:25:BAR:NONE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:100:6:BAR:NONE:INORGANIC:SILVER][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:ORICHALCUM][PRODUCT_DIMENSION:150]
[SKILL:SMELT][FUEL]


[REACTION:BATCH_SMELT_PROCESSED_HORN_SILVER]
[NAME:Batch smelt pure horn silver]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_M]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_M]
[REAGENT:A:5:BOULDER:NONE:INORGANIC:PROCESSED_HORN_SILVER]
[PRODUCT:100:25:BAR:NONE:INORGANIC:SILVER][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:ORICHALCUM][PRODUCT_DIMENSION:150]
[SKILL:SMELT][FUEL]


[REACTION:BATCH_SMELT_PROCESSED_BISMUTHINITE]
[NAME:Batch smelt pure bismuthinite]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_N]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_N]
[REAGENT:A:5:BOULDER:NONE:INORGANIC:PROCESSED_BISMUTHINITE]
[PRODUCT:100:25:BAR:NONE:INORGANIC:BISMUTH][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:ORICHALCUM][PRODUCT_DIMENSION:150]
[SKILL:SMELT][FUEL]


[REACTION:BATCH_SMELT_PROCESSED_NATIVE_ALUMINUM]
[NAME:Batch smelt pure aluminum]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_O]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_O]
[REAGENT:A:5:BOULDER:NONE:INORGANIC:PROCESSED_NATIVE_ALUMINUM]
[PRODUCT:100:25:BAR:NONE:INORGANIC:ALUMINUM][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:ORICHALCUM][PRODUCT_DIMENSION:150]
[SKILL:SMELT][FUEL]


[REACTION:BATCH_SMELT_PROCESSED_MAGNETITE]
[NAME:Batch smelt pure magnetite]
[BUILDING:BLAST_FURNACE:CUSTOM_SHIFT_P]
[BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_SHIFT_P]
[REAGENT:A:5:BOULDER:NONE:INORGANIC:PROCESSED_MAGNETITE]
[PRODUCT:100:25:BAR:NONE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:ORICHALCUM][PRODUCT_DIMENSION:150]
[SKILL:SMELT][FUEL]

These are in reaction_dwarf_civ. Replace the old ones...
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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 :::

Rumrusher

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  • current project : searching...
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Diving into sites and how to alter them. so far you could swap out any existing buildings the site has to be anything, from marketgardens, to vaults to towers it's just that spawning a new one is super tricky and a headache.
that said, if you have a bunch of edits done to a site then swap the site-type to something different the game will flush the entire changes you did for remaking the site to the new type.


What this means is you can have a race of gnomes interconnected in a hilltop that has a lone section that goes into a tunnel system and have inhabitants be clockwork sentries.
Orcs having goblin trenches that you can safely cross in fast travel.
Succubi/demons having vaults that are filled to the brim with their kind or if you're going crazy a mix of angels and demons.
also sites also effect who loads up in the area so you can set the site to spawn in a certain race of masterwork creatures.

humans towns having loads of different building types.

here's the script I was using to fiddle with sites slowly modifying and altering stuff inside.
Code: [Select]
function advGlobalPos()
    local map=df.global.world.map
    local wd=df.global.world.world_data
    local adv=df.global.world.units.active[0]
    --wd.adv_region_x*16+wd.adv_emb_x,wd.adv_region_y*16+wd.adv_emb_y
    --return wd.adv_region_x*16+wd.adv_emb_x,wd.adv_region_y*16+wd.adv_emb_y
    --return wd.adv_region_x*16+wd.adv_emb_x+adv.pos.x/16,wd.adv_region_y*16+wd.adv_emb_y+adv.pos.y/16
    --print(map.region_x,map.region_y,adv.pos.x,adv.pos.y)
    --print(map.region_x+adv.pos.x/48, map.region_y+adv.pos.y/48,wd.adv_region_x*16+wd.adv_emb_x,wd.adv_region_y*16+wd.adv_emb_y)
    return math.floor(map.region_x+adv.pos.x/48), math.floor(map.region_y+adv.pos.y/48)
end
local tx,ty=advGlobalPos()
    --print(tx,ty)
   
    for k,v in pairs(df.global.world.world_data.sites) do
        local tp={v.pos.x,v.pos.y}
        if tx>=tp[1]*16+v.rgn_min_x and tx<=tp[1]*16+v.rgn_max_x and
            ty>=tp[2]*16+v.rgn_min_y and ty<=tp[2]*16+v.rgn_max_y then
            print(k)
for Numbuild,builde in pairs(v.realization.buildings) do
v.realization.num_buildings=(Numbuild+1)
end
            v.entity_links:insert("#",{new=df.entity_site_link,anon_5=-1})
require("utils").insert_sorted(v.realization.buildings,v.realization.buildings[0],"id")
--v.realization.buildings:insert("#",{new=v.realization.buildings[0]})
v.realization.buildings:insert("#",{new=df.site_realization_building,type=2,min_x=5,max_x=8,min_y=10,max_y=20,id=k+1})

        end
    end
you could possibly have it set up so it searches for site type then alter their building realization from there.
currently searching for the 'meadhall' zone so people in adventure mode can take over sites and not just hamlets.
though
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Fairin

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my hoof glue pot never runs out.. nor my ink pot...
 my soap shop wants lye containing item ashery next door is full of roughwood/bone buckets full of lye... j>m que's it. missing lye, tested with rough wood / bone / copper buckets with lye... (no burrows), also the ashery is... making potash without lye? - fobid every bucket in the ashery dwarf brings over 1 ash. makes potash, stupid buckets of lye ! you are not cake!
 is the armory/weaponry supposed to be this op? lol...
twbt obscures tree trunks which annoys me endlessly...
the bone carver... yeah... i see what you mean meph >:) i'll take it! he he que 1 bone table. picks up stack of 22 bones.. makes 22 tables...
gnome (and human once) caravans seem to kill themselves going down my ramps to my fortress... feature? i use a 3x3 "spiral" ramp down gnome guards seem to fall down it and burst into gore... also they never bring wood... or leather/cloth bins anymore... they did bring bins before.. but not anymore =(

fort is nearly 10 years old now let he mega project begin! underwater dwarf academy! all migrants must report to the academy.. to learn everything a citizen should learn!
« Last Edit: March 08, 2015, 02:55:33 am by Fairin »
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Meph

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my hoof glue pot never runs out.. nor my ink pot...
 my soap shop wants lye containing item ashery next door is full of roughwood/bone buckets full of lye... j>m que's it. missing lye, tested with rough wood / bone / copper buckets with lye... (no burrows), also the ashery is... making potash without lye? - fobid every bucket in the ashery dwarf brings over 1 ash. makes potash, stupid buckets of lye ! you are not cake!
 is the armory/weaponry supposed to be this op? lol...
twbt obscures tree trunks which annoys me endlessly...
the bone carver... yeah... i see what you mean meph >:) i'll take it! he he que 1 bone table. picks up stack of 22 bones.. makes 22 tables...
gnome (and human once) caravans seem to kill themselves going down my ramps to my fortress... feature? i use a 3x3 "spiral" ramp down gnome guards seem to fall down it and burst into gore...

fort is nearly 10 years old now let he mega project begin! underwater dwarf academy! all migrants must report to the academy.. to learn everything a citizen should learn!
That sounds like some good reports, but could you please write that out a bit more coherent? :D At least the lye part, because I didnt touch the soapmaker or lye making at all.

Why are armory/weaponry OP? It's 5 extra worksteps from normal to masterpiece... I'm unsure what to use as intermediary reagent.. whetstones? Extra metal bars? Atm it already costs fuel and a boulder (placeholder till I found something nicer)

No idea about the falling caravans.
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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 :::

Boltgun

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Yes it is normal now that the bone carver is super efficient, as bone stacks have been fixed somewhere in 0.40 and now use the actual number to produce items.

I don't recall having problems with twbt, what tileset did you use?
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Meph

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I got a report about wrong trunk numbers before, I think it's just an outdated thing in the init, not TWBT related.

Bone carver I can trim down a bit by using multiple bones for a single item. If you get a 20 bone stack and need 5 for a table, you still make 4 tables at once, but at least it's not so grossly overpowered.
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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 :::

fricy

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my soap shop wants lye containing item ashery next door is full of roughwood/bone buckets full of lye... j>m que's it. missing lye, tested with rough wood / bone / copper buckets with lye...
Are you sure the lye is not being stored in barrels/pots?

Quote
also the ashery is... making potash without lye? - fobid every bucket in the ashery dwarf brings over 1 ash. makes potash, stupid buckets of lye ! you are not cake!
Possible explanation.

Fairin

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armory/weaponry, i was expecting to at least use another bar, as any skilled smith will make exceptional gear. so it feels like 1 extra step to have 100% masterwork.

@@@
@@@       @=soapmaker
@@@
###
###         #=ashery
###

no burrows. no stockpiles, ashery has 22 buckets of lye (4 wooden 1 copper 17 bone), soapmaker cant find lye.

Solved it, for some reason buckets inside my ashery were not able to be used. dumping the buckets out of the ashery next to the soapmaker enabled the reaction.

sorry for the bad english, i have a habit of jotting down my thoughts without the need for punctuation and i love run on sentences apparently =)



« Last Edit: March 14, 2015, 03:42:32 pm by Fairin »
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Boltgun

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Diving into sites and how to alter them. so far you could swap out any existing buildings the site has to be anything, from marketgardens, to vaults to towers it's just that spawning a new one is super tricky and a headache.
that said, if you have a bunch of edits done to a site then swap the site-type to something different the game will flush the entire changes you did for remaking the site to the new type.


What this means is you can have a race of gnomes interconnected in a hilltop that has a lone section that goes into a tunnel system and have inhabitants be clockwork sentries.
Orcs having goblin trenches that you can safely cross in fast travel.
Succubi/demons having vaults that are filled to the brim with their kind or if you're going crazy a mix of angels and demons.
also sites also effect who loads up in the area so you can set the site to spawn in a certain race of masterwork creatures.

humans towns having loads of different building types.

here's the script I was using to fiddle with sites slowly modifying and altering stuff inside.
Code: [Select]
function advGlobalPos()
    local map=df.global.world.map
    local wd=df.global.world.world_data
    local adv=df.global.world.units.active[0]
    --wd.adv_region_x*16+wd.adv_emb_x,wd.adv_region_y*16+wd.adv_emb_y
    --return wd.adv_region_x*16+wd.adv_emb_x,wd.adv_region_y*16+wd.adv_emb_y
    --return wd.adv_region_x*16+wd.adv_emb_x+adv.pos.x/16,wd.adv_region_y*16+wd.adv_emb_y+adv.pos.y/16
    --print(map.region_x,map.region_y,adv.pos.x,adv.pos.y)
    --print(map.region_x+adv.pos.x/48, map.region_y+adv.pos.y/48,wd.adv_region_x*16+wd.adv_emb_x,wd.adv_region_y*16+wd.adv_emb_y)
    return math.floor(map.region_x+adv.pos.x/48), math.floor(map.region_y+adv.pos.y/48)
end
local tx,ty=advGlobalPos()
    --print(tx,ty)
   
    for k,v in pairs(df.global.world.world_data.sites) do
        local tp={v.pos.x,v.pos.y}
        if tx>=tp[1]*16+v.rgn_min_x and tx<=tp[1]*16+v.rgn_max_x and
            ty>=tp[2]*16+v.rgn_min_y and ty<=tp[2]*16+v.rgn_max_y then
            print(k)
for Numbuild,builde in pairs(v.realization.buildings) do
v.realization.num_buildings=(Numbuild+1)
end
            v.entity_links:insert("#",{new=df.entity_site_link,anon_5=-1})
require("utils").insert_sorted(v.realization.buildings,v.realization.buildings[0],"id")
--v.realization.buildings:insert("#",{new=v.realization.buildings[0]})
v.realization.buildings:insert("#",{new=df.site_realization_building,type=2,min_x=5,max_x=8,min_y=10,max_y=20,id=k+1})

        end
    end
you could possibly have it set up so it searches for site type then alter their building realization from there.
currently searching for the 'meadhall' zone so people in adventure mode can take over sites and not just hamlets.
though

This is very interesting, I could add markets and mead halls to succubi pits and allow advs to buy stuff and claim sites. With vaults on top of that that should make sites that really look different from goblins.

Not to mention fast travel, it's not game breaking as it is simple to walk away from pits but this is annoying.
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jason0320

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Thanks for the great work Meph :D
[embarking intensifies]
Edited:Will every race be added Meph?
« Last Edit: March 15, 2015, 01:04:58 am by jason0320 »
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Fairin

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a number of reactions in the armory point to the wrong items, example : Improve Cap = grabs nearest mail shirt and upgrades it, plate boots want tunics...
looks like the Weaponry Traps point to the wrong objects as well
library of farmwork : pressing doesn't improve skill (on therapist)


unrelated, my world has a race called "Tower" and i get attacked by 3~5 zombie succubi, never got a single migrant (yay 10 dwarf fort after 4 years) my king is rather accepting i ignore his mandates too... my dwarf civ is dying i think. also theres 3 forgotten beasts having a field day with all the crundles (500+ bodies...) one in each layer of cavern >:-(

are caravans supposed to flee (right off the map!) at the sight of a dead body? leaving stuff behind for me to clean up? -.-

final thoughts: is it possible to make the library use the skills they teach? - to take out some micromanagement of making a dwarf academy. example

Library of Crafting Teaching Tanning skill required tanning enabled, workshop profile dabbling - competent, so skilled tanners wont goto school to learn how to tan. and my fortress general populace can learn how to tan faster... without me enabling the profile for each individual dwarf one at a time.
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Meph

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I really cant find whats wrong with weaponry/armory... the reactions look fine to me. All ID's correct. Maybe I fixed it in my dev version and forgot to put that in my changelog. -.-

Pressing is noted.

Caravans fleeing is just like in vanilla DF. No changes on that behaviour.

Library will stay as is. Many skills do not have labors associated with them, it wouldnt work. You cant toggle them like you would to tanning in your example.
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CraftlordDark

  • Escaped Lunatic
  • I only want to know where my skills can take me
    • View Profile

Hi! D:

Nice job with Masterwork! Is my #1 mod for DF since i discovered D:
Im having a frequent crash since yesterday in my game... in the errorlog says:
*** Error(s) finalizing the creature GNOME_CIV
Error Initializing Text: data/speech/gnome.txt
*** Error(s) finalizing the reaction TINKER_BRACER_WARPSTONE_GNOME
Unrecognized Inorganic Token: WARPSTONE_SOLID

Cant play more than 10 min before the crash happens, it always happens 5 min after or before a human merchant appear in the border of my map. I realize it must be something in the ground level, because if i keep the screen in the underground levels i dont crash that fast, but still keep crashing after a while.
Can someone help me please? D:
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