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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 1857314 times)

Putnam

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8400 on: January 12, 2013, 12:02:58 am »

But how exactly are you going to use interactions for spatter adding?

Meph

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8401 on: January 12, 2013, 12:05:40 am »

Add syndrome that has ce_can_do_interaction that affects the target, the target gets an interaction that only targets himself, adds syndrome_class:x, adds material_force_mult:2:1 and has cannot_has_syndrome_class:x or it_cannot_target_if_already_affected, and thats it. The creature that gets hit affects itself with the weakness one time.
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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 :::

Putnam

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8402 on: January 12, 2013, 12:08:48 am »

Oh, hehe, right. Almost forgot about SELF_ONLY interactions.
« Last Edit: January 12, 2013, 12:18:30 am by Putnam »
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Tally

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8403 on: January 12, 2013, 01:14:26 am »

Also just found out: A side-effect of that weird tileset change bug is that oak trees are almost invisible. It just shows up as a black space which is pretty easy to look over.
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8404 on: January 12, 2013, 01:27:21 am »

Pillars are also tile 255 instead of 'O' in ASCII, causing them to be solid black.

Meph

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8405 on: January 12, 2013, 01:32:29 am »

Arent pillars "I" in ascii ? The steeloak I can fix, but d_init says pillars use [PILLAR_TILE:199] atm. not 255.
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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 :::

Putnam

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8406 on: January 12, 2013, 01:39:01 am »

It should just be 'O', literally 'O'. They appear black to me.

cAPSLOCK

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8407 on: January 12, 2013, 03:03:44 am »

Also, I've started using 2 man squads to train now, and holy MOLY, these guys train faaast! Does the mod change something with the sparring rates or have I just been doing training wrong this entire time?
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The flying -Wooden Bolt- strikes the Steel Clad Adventurer in the right foot, tearing the muscle and chipping the bone!

The Steel Clad Adventurer gives into pain.

The cAPSLOCK has become enraged!

Meph

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8408 on: January 12, 2013, 03:16:30 am »

Depends on your settings and the dwarves in training, but using 1 teacher 1 student in sparring is a lot faster, yes.
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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 :::

Umbra

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8409 on: January 12, 2013, 08:48:12 am »

Got an articaft drum installed into a music stage, does that do anything to boost/prolong the effects of songs?
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JodGap

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8410 on: January 12, 2013, 11:20:45 am »

Can any1 please confirm me if this link works:
http://docs.revaxarts.com/doc_934cff52f469659991d41dc718a59d63/
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firons2

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8411 on: January 12, 2013, 11:21:57 am »

It does and its great
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JodGap

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8412 on: January 12, 2013, 11:41:17 am »

It does and its great

thanks, somehow i am not able to show the tables's borders...

I think ill finish this "doc" so i force myself to read every bit of Meph's Manual wich is huge!...

@Meph
1) Pre-gen embark profiles: (question) Do dwarfs have custom made stats? (Strentgh, agility...)
2) Why now my Dwarf Therapist can not read, pre-gen embark dwarfs's profiles before embark?
« Last Edit: January 12, 2013, 11:44:39 am by JodGap »
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Meph

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8413 on: January 12, 2013, 11:58:27 am »


Masterwork Dwarf Fortress V.2e

NOTES: HARDER MINING IS REALLY HARD NOW. Yes, I am yelling this in the hope that people take heed. Your miners can essentially be ambushed now, by weak elemtental-wraiths living in the rock, by balrogs (rare) and soggoths (rare). This means you should bring warbeasts and military while mining. I know that many people will turn this off, because it does make the game harder and is unusual. Feedback about this feature is most welcome. Since undigable rock and the coal-dust and warpstone were not quite successful in making harder mining interesting, I hope this try does better. ;)

Utilities:
  • Large Address Aware Patcher - Use up to 4gb ram.
  • Updated Therapist to 19.3 - splinter'z
  • Updated extra dfhack plugins - falconne's

GUI:
  • LazyNewPacks Laptop Keybinds included.
  • Harder smelting is now harder - only 50% ore output.
  • Harder farming is now harder - 2 seasons grow time for aboveground, 4 seasons for underground plants.
  • Harder mining is now way harder - You have to protect your miners from Rockwraiths, Balrogs and Soggoths.
  • Grazing - Adds grazing back to a large selection of mammals.

Manual:
  • Updated to the current version.
  • Added Orc Fortress manual - alpha version, done by smakemupagus

Misc Features, Fixes and Balancing:
  • Dog is back.
  • Automatons survive worldgens better.
  • Stranglers and Warelephants no longer bring weapons.
  • Fixed Ram and Stake upgrades
  • Fixed papyrus making
  • Fixed resurrection spam in good regions
  • Added two creatures that can be hived: Bane spider (greenskin bane venom) and cochineal (carmine dye)
  • Plants are now sorted alphabetically
  • Added 5 new blueprints. Colosseum, Machine Factory, Bifrost Forge, Great Magma Forge and Warpstone Lab.
  • Golem hearts from carvans are now more expensive and are found in the "misc" trading section.
  • Turrets leave clockwork parts upon death. With those you can build new turrets.
  • Minor tweaks to worldgen files - glacier world has higher chance of genning. (still takes some tries, no idea why)
  • Added all seeds to vanilla plants that had none. You can now farm 6 more plants.
  • Updated Orc Fortress to 0.22 - done by smakemupagus.


Three harder mining creatures:
  • All rocks/ores have a chance to spawn 1-3 rock/metalwraiths.
  • In igneous-intrusive, the deepest layer, you might hit a balrog or soggoth.
  • You miner will transform, drop his gear and stand still for a time (shocked and motionless from fear)
  • Then the creature will spawn, with a little delay, to help your miner to get away.
  • Rockwraiths are weak, even copper kills them easily. Punches/Kicks wont help though.
  • Metalwraiths are slightly stronger, you need bronze or iron to kill them.
  • Balrogs are like little megabeats, send your military.
  • Soggots need special tactics. They multiply when an apendage gets cut off. If you send your military, you get overrun.
  • Use cave-ins, magma, fire, ice, obsidian, wall-ins, or kill it otherwise instantly.

Orc Fortress:
  • Updated, with many new reactions and features.
  • Now with included manual.
  • If you did not try it before, try it now. It is a major mod all by itself.

Kobold Camp:
  • Kobolds now have a full spriteset with all professions -thanks to Solifuge
  • This is it for now... next version will have improvements on the kobolds




Full Changelog V.2e
Spoiler (click to show/hide)
« Last Edit: January 12, 2013, 12:20:46 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 :::

Meph

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8414 on: January 12, 2013, 12:01:29 pm »

@Umbra: Nope, artifact instruments are just as useless as they always are. ^^

@JodGap:
Quote
1) Pre-gen embark profiles: (question) Do dwarfs have custom made stats? (Strentgh, agility...)
2) Why now my Dwarf Therapist can not read, pre-gen embark dwarfs's profiles before embark?
1. Different dwarven castes have different stats, but nothing is custom made for the profiles. Castes are assigned at random.
2. I dont know? Can it usually read dwarves pre-embark? Asking in the Therapist thread would be beast.
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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 :::
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