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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.

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Author Topic: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.  (Read 117496 times)

smakemupagus

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #300 on: March 25, 2015, 05:56:30 pm »

Inotdead, Your reaction whose ID is star rubies is actually about diamonds, including its NAME i.e. how it appears in game.  So you made some copypaste error probably.

Daundra

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #301 on: March 25, 2015, 06:17:14 pm »

I'm sorry if someone has already stated this, but it's worth noting that the Stonecrafter's Shop and the Soap Maker's workshop share a hotkey in the Dwarf mode workshop building section, requiring manual scrolling to place the Stonecrafter's Shop.

Not a huge issue, but just figured I'd put that out there.

About the Dwarf mode, if you plan on adding harder farming in again, it would be a pretty neat idea to add on to it where it's harder to farm trees, because they drop an insane amount of wood now that they're made of of many logs per tree (at least from my experience). Either making it drop less or making it dangerous to chop them down (or both, if you're evil like that.) would be pretty cool in regards to making the game at least a tad more difficult.

On that note, loving it so far, can't wait to see what you and the team add in the future.
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TechnoXan

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #302 on: March 25, 2015, 08:43:44 pm »

Oh, how is this updated? Since it is still in development it looks like I might have to replace raws or constantly download stuff. If sow then  :'(  because I am mentally incapable of doing that stuff a lot/ever.  :-[
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smakemupagus

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #303 on: March 25, 2015, 08:56:38 pm »

Yes you are posting in the thread of the development version.  There is also a stable version v6.2 sticky at the top of the forum.

TechnoXan

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #304 on: March 25, 2015, 09:52:12 pm »

Forum or thread? The main thing I am looking for is a masterwork mod in 40.24 (latest version and all that), is that even a thing yet? Oh and thanks for informing me!!  :D OH MY GOD AM I BLIND???! Sorry for the dumb questions and please ingnore this.  ::) Apparently I decided to actually read things...(ugh why didn't I see that!?)  :P
« Last Edit: March 25, 2015, 09:54:35 pm by TechnoXan »
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By the by, if your wondering why I use so many smiley faces, its because I smile a lot when I talk. So I use them here so I don't come off the wrong way.


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Rydel

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #305 on: March 25, 2015, 09:55:49 pm »

This is Masterwork in 40.24, but it's not feature complete yet.  That said, it is playable and has a lot to offer.

For "replac[ing] raws or constantly download[ing] stuff," just download the latest version whenever you want to try out what's changed and treat it like something completely new.  The whole thing is self-contained, so there's no manual file swapping.

TechnoXan

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #306 on: March 26, 2015, 05:49:18 am »

That actually sounds nice, I think I'll do that. Thanks guys!  :)
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By the by, if your wondering why I use so many smiley faces, its because I smile a lot when I talk. So I use them here so I don't come off the wrong way.


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Meph

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #307 on: March 27, 2015, 04:51:57 am »

Amazing. I just started working on something the last 2 days while waiting for a ferry/being on a ferry, and what was it? THE LEAST VOTED OPTION: KOBOLDS!

:D
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Meph

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #308 on: March 27, 2015, 04:56:49 am »

New Version is up:
<<< Download: Masterwork Reborn v.006 - Kobolds >>> - (Dffd mirror)
<<< Download: Masterwork Reborn v.006 - Kobolds >>> - (Dropbox mirror)


Here the next update... I got a strange mood and most of you will know what that means. Ehm... have fun with a pretty much done Kobold mode. I also standardized food stuffs, bones and fixed the dwarven armory, made all animals trainable and tanning now gives leather amounts based on the creatures size; and put a pre-liminary manual into the download. :)

Nice and clean food stuffs:


Kobolds:
Just like Dwarf mode it's much smaller than before, in this case the hexer/witchers got cut; as well as a signature feature: The stealing. :/ Without being able to trigger sieges and without the other races existing, it's a bit hard to steal from them (without downright making the features an exploit) and copying their tech (because it doesn't exist yet). Ogres and psychotropic toads are also gone, as is warpaint and tattoos.

Kobolds do have:
 - The usual items, weapons, armor, tools, toys, etc that you'd expect from a civilization.
 - They use smaller weapon version than the other races, mostly made of bone, wood or glass.
 - They use blowguns as ranged weapons.
 - Pets include tiny vermin-hunting raptors, giant cave spiders, scorpions, snakes and rats.
 - Best early weapon is the venom of said pets, to cover your blowdarts.
 - 18 custom workshop, including a Cheatsheet! that gives a quick overview.

Overall Kobold mode has gotten harder, mostly because of NO DIGGING and NO ACCESS TO METAL/STONE/GEM. It's much closer to the original Kobold Camp mod, with obvious Masterwork additions. :)

All kobold workshops:


Full Changelog:
Quote
V.06

Fixed dwarven Armory reagents.
Added Autofixhandedness script to allow custom gloves.
Added forumdwarves script. CTRL P prints your description ready for succession forts.

Creatures now give leather according to their size.
(this will be optional, once added to the GUI)

All creatures are now trainable.
(this will be optional, once added to the GUI)

Standardized bodyparts.
 - When you butcher an animal, you get "sliced meat/lung/heart/kidney chop".
(this will be optional, once added to the GUI)

Standardized bones.
 - When you butcher an animal, you still get "animal name bone"
 - As soon as it's used to make an item, it turns into "cleaned bone item"
(this will be optional, once added to the GUI)

Added language to kobolds.
Removed utterances.
Added graphics to kobolds.
Added values and nobles.
Added items to kobolds.
 - Instruments as usual
 - Toy are chew toys
 - Tools as usual
 - Ballista ammo as usual
 - Trap comps are pump mechanisms & menacing spikes (rest only available in custom workshop)
 - Shields: Buckler
 - Pants: Pants & Greaves
 - Shoes: Sandals & Low Boots
 - Gloves: Gloves (get worn down)
 - Helmets: Hoods (get worn down)
 - Armor: Vest, Leather Armor & Mail shirts
 - Training weapons: All (except pikes, they are too large)
 - Weapons: whip (WHIP), large dagger (KNIFE), clubs (MACE), hatchets (AXE), mallets (HAMMER), machetes (SWORD), pointy sticks (SPEAR).
 - Ranged weapons: Blowgun with blowdarts.

Kobolds now get nauseus, drowsy and/or dizzy when drinking alcohol!

Added Shalswars (tiny raptor vermin hunters)
Added jack rats (fast breeding meat-production)
Added giant jack rats (wagon-puller/pack animals and mounts)
Added giant bark scorpion (chitin and venom source)
Added helmet snake (scale and venom and egg source)
Added giant cave spider (yes, you read that right. Also:Venom & Silk)

Added new reaction to craftsbold:
 - "Melt metal thingy into blocks" => THIS IS YOUR ONLY WAY TO GET FIREPROOF BUILD MATS!!!
 - Takes any metal object and 1 log to melt it into a bar.
 - Use this to start your smelter, kiln, glass furnace or wood furnace.
 - Where do you get a metal object in the first place? Ask invaders.

Added booze burner, new furnace for kobolds:
 - Turns 1 unit of booze into 1 fuel.
 - Turns 1 unit of booze and 1 oil into 3 fuel.

Added new reactions to kitchen:
 - Cook 2 vermin remains for 1 meat.
 - Cook 2 vermin remains into 1 bonemeal (flux) boulder.
 - Cook 1 bone into 1 meat.

Added new reactions to still:
 - Cover 15 blowdarts with venom. Needs any venom.
 - All venomous creatures can be milked now.
 - You have 3 venomous pets at embark, 2 snakes, 1 scorpion.

Added new reactions to tanner:
 - Make waterskins from stomachs.
 - Make daggers, mallets, clubs and pointy sticks from horn/hoof.
 - Make rope from leather.

Added breeding warrens, new workshop:
 - Instantly impregnates a female worker, making her give birth to 1-5 new bolds.
 - These new kobold babies take 1 year to grow up to adulthood.

Added Trainingroom and Trap Parcour
 - Both train weapon, armor and military skills.
 - They use objects like training weapons, bucklers and armorpieces, which are preserved.

Added Glass Blower
 - Makes bins, beds, barrels and buckets from glasses.
 - Makes ammo, weapons and trapcomps from glasses.

Added Crematory
 - Destroys items and makes ash.
 - Burns wooden items into coke.

Added Wood Splitting Block
 - Takes log, makes planks. Simple and automatic.

Added Bone Chipper
 - Makes items from bones. Mostly furniture.
 - Makes weapons from bones.

Added Wood Carver
 - Makes items from wooden planks. Mostly furniture.

Added Clay Shaper
 - Forms clay items from clay, fire clay or kaolinite. 5% failure rate.
 - These items are called "greenware", which means they are not burned in an oven yet.
 - You need to fire them in the kiln to use the items.

Added new reactions to Kiln
 - Fire clay/fireclay/kaolinite items. Mostly furniture.

Added Leather Upholstery
 - Makes leather furniture.
 - Note: Not all items will be stockpiled, due to being animal-materials.

Added Wicker Weaver
 - Makes wicker blocks from whip vine, quarry bush, longland grass, cave wheat or blade vine.
 - Makes wicker blocks from any leaves (process plant to bag in Farmworkshop)
 - Uses wicker blocks to make furniture.
 - Makes no(!) items that hold liquids. (pots, barrels, buckets, floodgates, etc)

Added Cloth Cutter
 - Unravels woven cloth into thread.
 - Makes cloth bedrolls, backpacks and quivers.
 - Makes specific clothing sets.

Added Leather Trimmer, Shell Crafter, Scale Cleaner and Chitin Scrapper
 - All four use the specific animal-materials.
 - Can upgrade their materials with tallow to get better protection.
 - Makes specific armor pieces & armor sets.
 - Leather trimmer also makes ropes and whips.

Added Trap Setter
 - Makes mechanisms from bone or wood.
 - Makes trap-comps from bone or wood.
 - Can improve trap-comps in three way: Barbs, Snares and Webbing.
 - Attach webs to trap-comps to give them a chance of slowing the enemy down.
 - Attach ropes to trap-comps to give them a chance of paralysing the enemy.
 - Attach wooden barbs to trap-comps to cause extra bleeding and pain.

Added Totempole
 - Allows you to change the weather to clear, raining or snowing.
 - This is your only way to stop forest fires!

Added Kobold Cheatsheet file. Large .png with summary of all workshops.
Added pre-liminary manual.
« Last Edit: March 27, 2015, 10:37:00 am by Meph »
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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 :::
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runedog48

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #309 on: March 27, 2015, 04:54:26 pm »

I don't seem to be able to assign any nobles. Is this not a feature yet? ( Playing as Dwarves )
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Meph

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #310 on: March 27, 2015, 09:06:18 pm »

No, they should have nobles ^^ I'll check.
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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 :::

Arcvasti

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #311 on: March 27, 2015, 09:10:44 pm »

Amazing. I just started working on something the last 2 days while waiting for a ferry/being on a ferry, and what was it? THE LEAST VOTED OPTION: KOBOLDS!

:D

Obviously my vote just counts for more then other people's votes do. :P
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Dwarf_Fever

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #312 on: March 28, 2015, 12:31:52 pm »

Ok, when I embark, I see that I should have multiple civs as neighbors. Goblin, succubi, humans, elves.

However, once I have my fort up, when I check with "c," it tells me that my dwarven civ is the only one. I am not getting snatchers, ambushes or sieges, which is making my fort suffer a lack of FUN.

Does anyone have ideas of what's going on?

Incidentally, a dwarf caravan arrived recently, and this one had a goblin race liaison.

Should I just gen another world? :/
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runedog48

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #313 on: March 28, 2015, 12:35:34 pm »

No, they should have nobles ^^ I'll check.

Thank you for the reply, I should also mention I'm using version 0.004.

Edit: And I'm also missing the weight bench? It's under workshops right? I remember using them in the old MW.
« Last Edit: March 28, 2015, 12:38:09 pm by runedog48 »
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fricy

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Re: ☼Masterwork Reborn☼ - Discussion & POLL! Please vote.
« Reply #314 on: March 28, 2015, 02:00:57 pm »

However, once I have my fort up, when I check with "c," it tells me that my dwarven civ is the only one. I am not getting snatchers, ambushes or sieges, which is making my fort suffer a lack of FUN.

Incidentally, a dwarf caravan arrived recently, and this one had a goblin race liaison.
Afaik that's pretty normal. The civ list is empty until some other civ shows up in your fort, and the goblin liason just shows that your civ has been conquered and the nobles are goblins. Or maybe that's just a lone goblin that decided he/she is a dwarf. A non-dwarf noble is old news.
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