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Poll

One or the other... vote once for #1 and once for #2.

#1: Put the Alarm Siren in the Military Garrison, it fits and is one buildings less.
#1: Keep the Alarm Siren seperate, I want to have it near my other levers.
#2: I have traded with Gnomes, build Artificer and Weather Control Station.
#2: I have NOT traded with Gnomes, did not have the chance to build their buildings.

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Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1859974 times)

Otterpawps

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10485 on: April 01, 2013, 04:31:24 pm »

So I got back into DF and found this gem when searching for mods for DF.

I feel like I am only getting like 1% of the content here.  I search and search for anything to help me along to play Masterwork, but I can't figure anything out really.
I am just playing Vanilla DF with cool stuff I could be doing.

Is there any wiki, youtube tut, or anything just for Masterwork?

Unofficial unfinished videos by Arumba: http://www.youtube.com/playlist?list=PLH-huzMEgGWARVIxD3GT_5b5bSCnvS1u6

There is also a huge manual inside the zip of the mod, and tutorials, in the first page of this thread.

Thanks I'll definitely watch the playlist.

I read the manual, but it's a bit sparse and doesn't answer any of my lingering, probably simple questions.  Like:
Where do I find blueprints?
What commands do I use to select building the Golem Forge (Magma)?  Science Lab?  etc.
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Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10486 on: April 01, 2013, 04:43:30 pm »

Blueprints can be ordered from merchants under Miscellaneous goods, or you can send expeditions from the outfitters to old ruins to try and find some, or try and make them at the architect's study. Merchants are probably the simplest assuming you have plenty of trade goods, they tend to be about 5-10k I think.

Find all the buildings under either b->w for workshops or b->e for forge stuff, same as vanilla. You can page up down the menus with */ on the numpad if you don't know.

Also just noticed one reason why my Temple of Armok may have deconstructed, placed a spawn point for magma two z levels up but the cave in punched through the floor and on to the temple. >_>
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Otterpawps

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10487 on: April 01, 2013, 05:02:25 pm »

Yea I searched all over the furnace and workshop lists.  Nothing goes by the name: Magma Golem Forge in those lists and I couldn't find a blueprint in the summary trade lists.
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Guthbug

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10488 on: April 01, 2013, 06:12:17 pm »

I think all the blueprints are under MISC when you discuss what trade goods to bring. Same place as "crates of steel bars" and stuff like that.

You can also make them in the architect's study, but there's only a 15% chance to create one. Doesn't take much for the attempt, but 15% is kind of low. You'll fail a lot.

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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10489 on: April 01, 2013, 07:00:05 pm »

Did you deactivate high-tech ? Because it's in b -> e in the end, hi-tech section.
And you have to find magma to make magma-anything appear. (in vanilla, don't know about that with MW custom workshops)

Otterpawps

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10490 on: April 01, 2013, 07:11:23 pm »

Okay its the magma reveal probably then.  Because I have everything enabled.  Thanks.
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10491 on: April 01, 2013, 07:28:23 pm »

(in vanilla, don't know about that with MW custom workshops)

Just save, dig, reload, and in case ask again ;)

Guthbug

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10492 on: April 01, 2013, 07:56:51 pm »

Check out the 'feature' command in the new dfhack. If, like me, you generally just spawn magma instead of pumping it around (they're dwarves, they can devise ways to move magma around without 50 z-levels of pumps) then the feature command will let you discover magma (and thus enable the workshops that use it) without actually having to dig down to it in order to discover it.

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ElenaRoan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10493 on: April 02, 2013, 05:35:04 am »

Well, either it was user idiocy or something to do with that world or map. I genned a new world and not only does everyone have a shirt, trousers and shoes on embark the frill lizards didn't die after unpausing, though I also brought a pair of cats just in case. First time I've had carp on a map though. The evil section of the map has started raining blood and I've yet to see if it has any resurrection properties. There's an alligator fighting with a mongoose and everyone's underground in case of unexpected events.  I may even allow fishing this time, assuming I can arrange a suitably secure place to fish from.
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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.

Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10494 on: April 02, 2013, 06:05:07 am »

An idea for Meph: could be possible for next version to make compost/fertilizer out of biological things / blood or unused raw meat / corpses ?

I mean ... it's quite realistic to use biological remains to make that.

I also appear to have an enormous raw meat production (I dump 10000 unused raw meats every month), is it possible that I'm eating/recycling siege monster corpses ?
Like my most frequent ones that are Trolls, Troglodytes, Elves ?

Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10495 on: April 02, 2013, 06:42:28 am »

You can already incinerate remains and vermin for ash in the Crematorium, and turn it into potash at the Ashery.

MW lets you butcher invaders so yep if you have lots of sieges you end up with lots of meat, leather and bones. Just make lavish meals on repeat and you've got enough trade goods for everything. Loads of bones for bolts, lots of leather for whatever.

ElenaRoan-you can build a fishing pond workshop or just let an underground lake through a fortification and in to a cistern and you can fish from there. You can combine it with building wells too. The fortification should stop any creatures getting in.
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Molay

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10496 on: April 02, 2013, 01:26:24 pm »

I remember, a few months back, I discovered this mod. I was blown away by it's sheer size.
I worked my way through it back then, learning it, often reading and searching this forum thread for help.
I got a good feeling for everything back at the time, and I really loved the wicker!
... Then I lacked time to play.

Now, I came back.
Once again, I'm blown away by it's sheer size.
I'll work my way through it back again, learning it over, searching this thread for information if necessary.

Meph, thank you so much. You certainly provided something to keep me thinking in my newly acquired spare time. No way I could get lazy while trying to figure out what you added here and understanding it all! ^_^

Good work, Sir! (btw, you're crazy! How could you come up with SO MUCH new content? :D :D)
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The best alternative to having a functional steel industry is to have a really, really, really good hospital. And a lot of coffins.

Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10497 on: April 02, 2013, 02:49:17 pm »

Yes MW is a great, huge mod !

But one of it's big advantages is containing a lot of other mods and utilities.

After so many add-ons I think I could not actually play with the base game,
and the strenght of that is it do the game harder to play, but easyer to manage.

Otterpawps

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10498 on: April 02, 2013, 08:53:53 pm »

Is iridium a vein to be found in the earth?  Is there a chance to smelt a bar of it from another ore?
I had iridium wafers in my last fort but I can't remember how I came about them.
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Cato

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10499 on: April 02, 2013, 09:11:19 pm »

Hey, first wanted to say that I really like the mod. Very nice.

Not sure if it's an issue with the mod or with dfhack so I thought I'd mention it in both threads. I have a repeatable crash error coming from cancelling an active [REACTION:BLOCK_BOULDER]. I've attached the save where it occurs, as mentioned in the description of the file, if I go to the Stonecutter's workshops on z -9, just to the left of the slag pits and cancel either of the active jobs (at the top two workshops, and since workflow is active that means unrepeat job, then cancel) and then unpause it crashes immediately. If left to run and the workshop runs low on blocks so the job is auto cancelled the crash also occurs (how I originally noticed it). Not a big deal and I don't know why this particular reaction would cause that but I thought I'd go ahead and mention it. The save is at

http://dffd.wimbli.com/file.php?id=7530

I'm using V.2h on OS X 10.8.3, some more details are with the save link. In the save I'm using workflow to manage the production as well as a give command from the nearby concrete stockpiles but if I delete both of those before unpausing and then cancelling the crash still occurs so not sure if there is any link there.

Edit: Actually upon further examination I think it's a dfhack issue. If I understand things correctly then running the normal df script instead of the dfhack script to start up dwarf fortress should launch without dfhack. If I do that and then cancel the jobs everything proceeds as normal so I would thereby suspect the issue is somehow (not sure how) linked to dfhack.
« Last Edit: April 02, 2013, 09:15:46 pm by Cato »
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