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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 1859701 times)

Crioca

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10590 on: April 07, 2013, 07:50:09 pm »

Boozebelly Goats can't be shorn. Is that working-as-intended?
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10591 on: April 07, 2013, 08:01:38 pm »

I always set underground plant and tree saplings plots in Masterwork to every season, it works fine.

Guthbug

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10592 on: April 07, 2013, 08:24:04 pm »

I always set underground plant and tree saplings plots in Masterwork to every season, it works fine.

My test fortress with dwarves seems to have produced plump helmets too on both plots, the one with only one season set, and the one with both seasons set.

So I'm not sure where I got that concept from. I may have been playing kobold camp and orc fortress too long. They don't farm. :)

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Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10593 on: April 08, 2013, 02:14:09 am »

Are you sure they're just not replanting quickly enough for you to not see the helmets themselves grow?

It's possible, but should I see them being harvested and then added to my stockpiles?
Well you should if you're constantly watching your farm plots but it doesn't take long to harvest. If you check the z stock screen for plants press tab to expand the list and any plants you have you produced or gathered yourself should be brown, any you have bought from caravans or looted will be in grey font. You can also press t over a plot tile to make sure there's a seed but you should be able to see graphically.

I'm the same as smake, all underground plants are set to sow every season and never have any problems.
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Cato

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10594 on: April 08, 2013, 01:51:36 pm »

I thought I'd mention a kind of weird situation that developed in my fort with the "bind yourself to the earth" job. I was aiming to try and improve my military some so had stationed a squad on top of the fountain and used a burrow restriction to station some civilians on it as well, then I assign the job and poof the assignee transformed immediately into an earthbound. Not he went and completed the job and then transformed, indeed I get a job cancellation message "cancels bind yourself to the earth (mage): Needs tome of life" (presumably because I created a small burrow around the fountain that doesn't include either of the two tomes of life in the fort and then X has transformed into an earthbound. It seems to create the earthbound transformation effect targeted on the dwarf who was going to make the transformation and centered on the fountain, I've tried it a couple of times, each time with the same effect, once when another dwarf was near the fountain the job was assigned to he transformed as well. It also didn't use up the tome of life.

I'm assuming this is somehow to the job being assignable (because I have tomes of life in the fort) but not completable because of the burrow restrictions. When I deleted the small (3x3) burrow I'd created on the fountain and tried again the job proceeded normally, that is a dwarf carried the tome to the fountain and consumed it transforming into an earthbound.

Edit: Also I just noticed something strange, the dwarves who transformed via the cancelled jobs did not gain Druid skill, so they did not become Talented Druids the way the normally transformed dwarf did. They also seem to have suspiciously low stats making me suspect they may not have received the stat boosts as well.
« Last Edit: April 08, 2013, 01:53:23 pm by Cato »
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robertheinrich

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Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« Reply #10595 on: April 08, 2013, 02:43:20 pm »

I'm trying to configure autobutcher with dfhack, do someone knows the tag for Boozebelly Goats ?
Up to now I discovered this ones: BIRD_GOOSE BEETLE_CAVE PEKYT

Alright, this is a really late reply but better late than never and it might be helpful for others. First of all I apologize that I was too lazy to add a way to add creatures to the watchlist (other than using autowatch) without knowing their race tag from the RAWs, but back then it seemed the safest way to implement it. Race tags are simpler to parse because they have underscores instead of spaces and they are less likely to be duplicate in case sombody adds new variants of this race which still show the same name in the UI. In this specific case I can't help without looking at Meph's RAW files, "Boozebelly Goats" are not in the vanilla raws and right now I don't have a current version of Masterworks installed.

If you have the particular creature on your map then it's relatively easy:
- select it with your cursor
- switch to the dfhack console and type "lua". This will invoke the lua interface.
- then type the following:
Code: [Select]
unit = dfhack.gui.getSelectedUnit()
raw = df.global.world.raws.creatures.all[unit.race]
print(raw.creature_id)

- alternatively, if you don't mind convoluted code:
Code: [Select]
print(df.global.world.raws.creatures.all[dfhack.gui.getSelectedUnit().race].creature_id)

- to exit the lua console type 'quit'


If you want to add races which are not on your map right now you can use the following script:
Code: [Select]
local racename = 'turkey'
local racetag = 'UNKNOWN'
local found = false
for i, race in ipairs(df.global.world.raws.creatures.all) do
if string.match(race.name[0], racename) then
racetag = race.creature_id
print('match found: '..race.name[0]..' - '..racetag)
found = true
end
end
if not found then print('Race not found in the RAWs, check spelling.') end

You obviously would have to modify this so that racename = 'turkey'  is looking for the race you want, like racename = 'boozebelly'. Paste it into a textfile and save it into your DwarfFortress/hack/scripts subfolder with a name like findrace.lua and then you can call 'findrace' from the dfhack console (without needing to enter the lua interface).

I'm planning to make it more convenient to add specific animal races which are not already inside your fort for a future version of autobutcher but autowatch just werks and I'm lazy and you know how it is. :P
« Last Edit: April 08, 2013, 03:08:43 pm by robertheinrich »
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Nice Save

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10596 on: April 08, 2013, 05:16:15 pm »

Or you could just type slayrace into the dfhack console to list all the tags for all the races present on your map.

With autobutcher, I like to use:

autobutcher target 100 100 100 100 new
autobutcher autowatch

Then use the list function to see all of your pets and then edit the ones you want down to a reasonable value.

Shininglight

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10597 on: April 08, 2013, 06:19:09 pm »

@Shininglight Did you try turning the TrueType font off? I'm running the current mac release on 10.6.8 but I did have to turn TrueType off to avoid it crashing.

How do i turn off the truetype? Sorry but i've only recently taught myself basic dos commandline and such and i'm still only barely figuring out mac terminal as well.

Anywho i've had the actual game run pretty well, its just that dfhack and the other addons are completely inaccesible and the standard game randomly dies with me getting an "Dwarf fortress has closed unexpectedly" message. DFhack simply refuses to run with  masterwork. My standard version of DF works fine with dfhack, no problems with it there. It's only in the masterwork mod that i have issues.
« Last Edit: April 08, 2013, 06:23:19 pm by Shininglight »
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tl;dr: My fortress is literally powered by puppy skulls.

Cato

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10598 on: April 08, 2013, 09:41:01 pm »

@shininglight you can turn it off in the init file, just change [TRUETYPE:YES] to [TRUETYPE:NO] in the init.txt file in data/init/ or I think there is a key to do it, F12 I think but I'm not sure about that one.
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Vendayn

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10599 on: April 08, 2013, 09:55:48 pm »

So I have a strange bug.

Dwarves work. Kobolds work.

But...when I try playing as the Orcs. When I start (and it shows in the Embark screen when I'm messing with items and the (orcs)...but...

the game starts me as Fox Squirrels. And I'm literally an entire race of Squirrels. The picture even shows squirrels. Which is funny...but they all start too injured to do anything. Though one embark one was alive, and the squirrel started digging and building stuff.

That doesn't happen with Dwarves or Kobolds. Just Orcs.

I guess Orcs have been turned into Fox Squirrels for me :P
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robertheinrich

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10600 on: April 08, 2013, 09:58:23 pm »

autobutcher target 100 100 100 100 new
autobutcher autowatch

Then use the list function to see all of your pets and then edit the ones you want down to a reasonable value.

Yeah, that's close to what I do myself but I thought the default setting of 5, 1, 5, 1 is ok for most people who don't want to make detail choices. Should this perhaps be changed to 9 9 9 9 or whatever? Males are mostly useless, but a more lenient default would get you more stuff to slaughter for bone crafting and more leather etc.. But you would end up with 36 or more animals per race instead of 12.
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Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10601 on: April 08, 2013, 10:03:23 pm »

Can I ask what the next release will (hopefully) hold?

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10602 on: April 08, 2013, 10:20:18 pm »

I guess Orcs have been turned into Fox Squirrels for me :P

what is in your errorlog.txt?

Vendayn

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10603 on: April 08, 2013, 10:31:58 pm »

I guess Orcs have been turned into Fox Squirrels for me :P

what is in your errorlog.txt?

Guessing something is up with creaturebody? I had this problem on an old version of Masterwork as well actually. Played this early last year (think it was then, could have been even longer), and Orcs had the same "Fox Squirrel" race.

Spoiler (click to show/hide)
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10604 on: April 08, 2013, 10:32:48 pm »

It's the duped raws causing that.
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