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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 1859907 times)

cainiao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10515 on: April 04, 2013, 09:34:30 am »

Is Expeditions outcome always same?

I sent my Dwarven Bards to the drow several times and every time he came back with cut-off tongue and broken instrument, and then sent him to the kobolds, he come back with some useless stuff.
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Guthbug

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10516 on: April 04, 2013, 10:08:10 am »

I have a question concerning workflow with masterwork.
How do I set up workflow constraints to brew booze of a specific type at the brewery correctly?
I can't get it to work correctly.
With "seeds" as material it'll start the job but not track it, with "[boozename]" as material it will track the job but not start it.
Has anyone figured this out so far?

Check stockpile links or create a still with no links and see if they're red. Stockpile linking is very useful in vanilla but it becomes problematic in complex mods with lots of different things used for reactions.

The dwarven brewery needs 2 containers and 1 plant to create a brew. It'll show up if you have the containers available with the plants anywhere on the map, unless you have a stockpile link designated and the ingredients aren't in the stockpile.

I have actually always had problems brewing a certain kind of booze. My Still will show all Red options for specific kinds of booze, but selecting generic Brew makes a dwarf grab stuff and get started. Never been sure why that is.
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Guthbug

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10517 on: April 04, 2013, 10:13:48 am »

Is Expeditions outcome always same?

I sent my Dwarven Bards to the drow several times and every time he came back with cut-off tongue and broken instrument, and then sent him to the kobolds, he come back with some useless stuff.

Heh. I think that stuff is just flavor. It's pretty funny ... once. After that you don't want to lose your tongue and your instrument. :)

There are multiple reactions in that workshop, ranging from trading caravans, diplomats, and bards, to the more useful ones (send an expedition to ...) that explore dungeons or send mercenaries to attack enemies.

It's sort of like Smake's "raider's dock" if you play orc fortress (and you should, if you don't) but the percentages are different and there's more of a sliding scale for risk and reward.

These ideas with the workshops and such with raids are probably the most clever ideas I've seen come out of mods. They allow you to extend, even if just in roleplay form, the power of your fortress beyond the reach of your immediate map.
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Molay

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10518 on: April 04, 2013, 12:27:19 pm »

I can confirm two sorts of crashes.

If you use the military screen and go from unit selection into 'e' for equipment you crash. Caused by the search plugin, there is a fixed version online, I will include it next release.

If you right-click. Its part of the mousequery plugin, there is a fixed version online, I will include it next release.

Other then these two I havent had any crashes, nor any reports about crashes. Both are dfhack related and not caused by modding.

I keep getting the crash for the military menu at the most unfortunate moments :(
Since there is a fixed version online you said, could you please tell me how to get it and fix the bug for the time being? :)
Would be greatly appreciated! Thanks :)
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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.

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10519 on: April 04, 2013, 12:31:36 pm »

http://dffd.wimbli.com/file.php?id=7248

@cainiao: They are all random, except the bard reactions. These are more like easter eggs, because dwarven bards sound ridiculous. The expeditions and raids have random loot, but still dependant on the type of raid you do.
« Last Edit: April 04, 2013, 12:33:18 pm 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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10520 on: April 04, 2013, 12:38:00 pm »

I have a question concerning workflow with masterwork.
How do I set up workflow constraints to brew booze of a specific type at the brewery correctly?
I can't get it to work correctly.
With "seeds" as material it'll start the job but not track it, with "[boozename]" as material it will track the job but not start it.
Has anyone figured this out so far?

I have actually always had problems brewing a certain kind of booze. My Still will show all Red options for specific kinds of booze, but selecting generic Brew makes a dwarf grab stuff and get started. Never been sure why that is.
It's actually mentioned in the manual -  "NOTE: Due to an unfixable, hardcoded bug I do have to use large pots for this. I cant use barrels, which only hold 20 units of drinks. Toady himself actually cheats 25 units or more into barrels, but modders cant do that."

Edit: D'oh, just scared off a huge human caravan, two and a half pages of merchants and animals. Last month a red dragon appeared, easily dispatched but the only damage he did was to set a graphite boulder alight. I just left it smoking away in my entrance hall as it was kind of cool. Unfortunately the first human wagon walked over it and died so the rest are now fleeing my fort. God dammit it was a stationary object. Sent all my military outside to save them from an orc ambush as well. Also this fort seems amazing for naming weapons and shields for some reason, I've never really had many but nearly all my soldiers have named their weapons.
« Last Edit: April 04, 2013, 02:07:32 pm by Torgan »
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Molay

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10521 on: April 04, 2013, 01:10:32 pm »

http://dffd.wimbli.com/file.php?id=7248

@cainiao: They are all random, except the bard reactions. These are more like easter eggs, because dwarven bards sound ridiculous. The expeditions and raids have random loot, but still dependant on the type of raid you do.

Thank you a lot :)
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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.

falconne

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10522 on: April 04, 2013, 01:53:32 pm »

I have a question concerning workflow with masterwork.
How do I set up workflow constraints to brew booze of a specific type at the brewery correctly?
I can't get it to work correctly.
With "seeds" as material it'll start the job but not track it, with "[boozename]" as material it will track the job but not start it.
Has anyone figured this out so far?

See my post on how to connect workflow constraints to jobs with specific input materials: http://www.bay12forums.com/smf/index.php?topic=118872.msg4123458#msg4123458 (second paragraph onwards)
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Utility plugins for DFHack, for improving Dwarf Fortress' user interface.

Molay

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10523 on: April 04, 2013, 03:03:40 pm »

I have a question concerning workflow with masterwork.
How do I set up workflow constraints to brew booze of a specific type at the brewery correctly?
I can't get it to work correctly.
With "seeds" as material it'll start the job but not track it, with "[boozename]" as material it will track the job but not start it.
Has anyone figured this out so far?

See my post on how to connect workflow constraints to jobs with specific input materials: http://www.bay12forums.com/smf/index.php?topic=118872.msg4123458#msg4123458 (second paragraph onwards)

Ahh, thank you! :)
I only started using workflow a few days ago and really found it to make my game a whole lot more enjoyable (as well as autobutcher). You did great work :) Thanks again!
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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.

falconne

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10524 on: April 04, 2013, 03:35:46 pm »

I only started using workflow a few days ago and really found it to make my game a whole lot more enjoyable (as well as autobutcher). You did great work :) Thanks again!

Thanks, but I didn't write workflow itself. I just wrote the dashboard and a simple ingame UI (which has now been replaced with a more sophisticated one). I just felt that the command line workflow was too user unfriendly and it would be more popular with a better UI.
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Utility plugins for DFHack, for improving Dwarf Fortress' user interface.

DwarfOfTheLand

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10525 on: April 04, 2013, 03:55:55 pm »

S-So amazing. This is now the only mod I will use for the game.

Good progress.
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¤MASTERWORK¤ Dwarf Fortress - V.3 -
 - A comprehensive mod pack with 25% higher FPS -

DwarfOfTheLand

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10526 on: April 04, 2013, 03:58:07 pm »

Also, a little idea for you to work on later, you should try to add intense assassin moves, dragging bodies, and a realistic reaction system for dwarves and every other race.
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¤MASTERWORK¤ Dwarf Fortress - V.3 -
 - A comprehensive mod pack with 25% higher FPS -

Guthbug

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10527 on: April 04, 2013, 04:27:57 pm »

S-So amazing. This is now the only mod I will use for the game.

Good progress.

You don't have a choice. Pretty soon all the enhancements added to this one and the easy-to-use configuration interface will soon render you incapable of playing anything else! :)
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10528 on: April 04, 2013, 05:04:21 pm »

S-So amazing. This is now the only mod I will use for the game.

Good progress.

Please try other mods :P

Torrasque666

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10529 on: April 04, 2013, 10:16:54 pm »

S-So amazing. This is now the only mod I will use for the game.

Good progress.

You don't have a choice. Pretty soon all the enhancements added to this one and the easy-to-use configuration interface will soon render you incapable of playing anything else! :)

yeah, that's my reason.
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BOOM FOR THE BOOM GOD!
LOOT FOR THE LOOT THRONE!

You seem to be under the impression that we're playing some game other than dwarf fortress. It doesn't matter how powerful you make a creature, we will find a way to destroy it. God is dead, and Urist killed him.
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