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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 1839278 times)

Nokao

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9300 on: February 23, 2013, 07:38:59 pm »

Yeah, I am a bit confused about the farming question as well. Plants are either indoor or outdoor plants... for example berries need sun (outdoor) but mushrooms can grow in the dark (indoor). Also, the temperature in DF fluctuates outside, but is stable inside. In real life you cant grow stuff outside in winter, but its no problem to grow plants indoors in greenhouses. I added this to the mod, outdoor plants dont grow in winter. Indoor plants grow all year round. No bugs anywhere.

Yes but I'm actually having MORE types of plants in winter indoor than winter outdoor ... is it normal ?

Base DF behavior, Magmawiki describes it accurately.
http://dwarffortresswiki.org/index.php/DF2012:Tile_attributes

Yes I know that, but if I cover a light indoor farm with a ceiling of wood, shouldn't it get dark ?
« Last Edit: February 23, 2013, 07:41:03 pm by Nokao »
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9301 on: February 23, 2013, 07:42:46 pm »

Base DF behavior, Magmawiki describes it accurately.
http://dwarffortresswiki.org/index.php/DF2012:Tile_attributes

Yes I know that, but if I cover a light indoor farm with a ceiling of wood, shouldn't it get dark ?

Just as in mathematics, logic takes a backseat to mechanics.

Nokao

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9302 on: February 23, 2013, 07:44:11 pm »

No toothed axes means your civ isn't actually Orcs, i.e. you had Dwarves or Kobolds selected when you created the world. 

Yes you're right, I generated a Dwarf world and then played Orc.
Didn't know this was a problem, it's very sad, means that if I get affectionated to a certain world, and I loose with 1 civ., I can't try with another.

As smakemupagus said, light/indoor tiles are vanilla DF behavior. Some people might consider it a bug, other a feature (for example glass roofs for actual greenhouses ;) ) but its normal DF, not the mod.


Is it actually possible to get light trought glass? That's awesome ;)
I could defenitely make a glass roof over my outdoor farms for archers to fortify ?

Meph

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9303 on: February 23, 2013, 07:47:01 pm »

Quote
Yes but I'm actually having MORE types of plants in winter indoor than winter outdoor ... is it normal ?

...   you shouldnt have winter-growing aboveground crops at all. None. (except if you play as orcs, they have some, but they are done by smakemupagus. Ask in the orc fortress thread about it, if thats the case.)

But yes, you can have aboveground crops and build a glassroof above them, if I am not entirely wrong. I am not 100% sure however, since its been ages since I have used glass.
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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 :::

Arumba

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9304 on: February 23, 2013, 07:49:58 pm »

Per normal DF rules, you can channel out the surface and them immediately build floor over it, all the tiles you exposed to the outside world will forever be considered 'above ground' tiles, and you can plant outdoor crops on them.  Read the http://dwarffortresswiki.org/index.php/DF2012:Above_ground

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9305 on: February 23, 2013, 07:52:43 pm »

...   you shouldnt have winter-growing aboveground crops at all. None.

the three kind of trees, and shadowleaf! :)

Nokao

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9306 on: February 23, 2013, 07:55:10 pm »

Ok, next time I will just generate and play Dwarf, I'm not enough pro to try your other races ;)

If I may make you some suggestions, about making kobolds stronger, you should make them tame reptiles+dragon, and eat corpses for minor healing purposes.

@Arumba:
thank you for the advice. However even if this works as a bug, I don't want to risk to do it and find this bug fixed in next versions :D it would be so much fun :D
expecially because I don't need it, actually I'm trying to build a reverse-cone (like a half-hourglass) fortress, starting (with embark anywere) on a previously-built circle-round castle.
So I can/will do the farms outside with a central artificial lake, in the outside circle, than make the rest of the fortress down.
The idea to make a glass ceiling is great, to avoid flying invaders and make archers-fortifications, or also to continue the hourglass up for more fun.

It would be a monument to itself, as a hourglass is a metaphor of the time it will take me to be built it.

Meph

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9307 on: February 23, 2013, 07:56:47 pm »

Ah... I fixed shadowleaf, but only in my dev-version. And I mentally seperate trees from plants, which is of course wrong, but correct in terms of coding them ^^ Forgot about the trees, thanks smake. ^^

To be more precise: Nothing edible/brewable ;) 

@Nokoa: Strong kobolds? They should be super-hard to play. With no digging, bonecarn, small bodysize, barely any gems for trading or metal for weapons/armor, or stone for furniture. Thats the point.
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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 :::

Arumba

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9308 on: February 23, 2013, 08:36:04 pm »

Did you notice my post 5 pages ago about shadowleaf showing up in underground plots as well?  and never growing there?

halox

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9309 on: February 23, 2013, 09:37:15 pm »

@meph possible bug
lamellar leather trousers - are picked up and worn by civilians - also while soldiers are wearing them as armor they wear out - not sure if this is intended or not? maybe change the name to lamellar leather greaves so they can be sorted as armor?
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9310 on: February 23, 2013, 09:40:33 pm »

Names don't actually matter.

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9311 on: February 23, 2013, 11:05:10 pm »

Nakao, that sounds like a pretty cool fortress :)

DrunkenDruid

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9312 on: February 24, 2013, 04:28:59 am »

I'm having a lot of trouble with unknown frozen plant substance logs. They are the only logs available for me, and since I enjoy embarking in evil glaciers, I need to bring logs with me. Problem is, even though carpenters use unknown frozen plant substance logs, they aren't allowed in the wood stockpile, so they stay outside. Having a carpenter going out for wood in a glacier crawling with corpses isn't good for neither the fortress' or the carpenter's health.

I'm using Masterwork Dwarf Fortress Settings Utility V1.3 (which is odd, I thought this was V.2f) on Windows XP.

Is there a fix for that?

Hey assassin and meph, I found your comments when searching the MASTERWORK thread for "frozen," trying to solve my FROZEN PLANT SUBSTANCE LOGS problem.
following up on meph's idea that it was a duplicate raw, I was able to track down the offender.

If you have further modded the raws to allow kobold and orcs to be playable on the same world as dwarfs and eachother: plants_kobold will be a duplicate of some plants found in plants_orc.
This results in the extremely dwarven practice of constructing crutches from frozen booze, it also tends to warp a bunch of other materials and items into unknown things.

Assassin: Simply inactivate the plants_kobold object by removing the very first "[".  Not sure, but kobold play seems unaffected by this.
(Unless it's some other duplicate raw, in which case, the error message given when importing into the "raw explorer" utility might help you identify the dupe.)

This i bring to you as a result of single variable manipulation !!science!!.  also, first post!
« Last Edit: February 24, 2013, 04:33:31 am by DrunkenDruid »
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Meph

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9313 on: February 24, 2013, 07:01:37 am »

Quote
If you have further modded the raws to allow kobold and orcs to be playable on the same world as dwarfs and eachother: plants_kobold will be a duplicate of some plants found in plants_orc.
This results in the extremely dwarven practice of constructing crutches from frozen booze, it also tends to warp a bunch of other materials and items into unknown things.

This is a really bad idea. There is a reason I only made one race available at a time. Here is the best example:

Kobolds cant dig stone. This is done by modding the stone template to include UNDIGGABLE. This means no race can dig stone. If you gen a world with dwarves, orcs and kobolds, either all of them can dig stone, or none of them can dig stone. This cant be fixed.

But, DrunkenDruid, otherwise not bad for a first post ;) Your errorlog in the dwarffortress will also always show all duplicate files, so its a very easy thing to fix. :)
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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 :::

sotrans

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9314 on: February 24, 2013, 09:31:52 am »

I've got a problem with creating rigid scale and chitin. The tanners uses up scales and chitin but the results were items named "skin" which i can't use for anything, at least not at my tailor shop to create chitin/scale armor. Is this a common bug or likely resolved at any new fortress i create, or did i just miss something?
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