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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 1853276 times)

Flobulon

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1665 on: February 29, 2012, 07:53:11 am »

Anthracite absent from blast furnace. Actually using only 2 bituminous coal in blast furnace somewhat disappointing, since i used to think blast furnace designed for fast smelt reactions with high reagent number.
And btw why do we need magma blast furnace if it's exactly same blast furnace requiring fuel?
You've got me thinking about how the furnaces compare, so here are my findings:

The blast furnace requires 3 bituminous coal for 6 coke, plus a unit of fuel (charcoal, coke or magma). Thus the ratio of coal to coke at a magma blast furnace is 3:6, compared to the superior 3:9 offered by the magma smelter. However if using coke as fuel, the net gain ratio becomes 3:5 for the blast furnace and 3:6 for the ordinary smelter. Therefore for the purposes of refining coal, the blast furnace offers quicker processing of large amounts of coal at the cost of output - however the difference is fairly negligible when there is no magma available due to the need for extra fuel.

Processing lignite at a magma blast furnace gives a reagent:product ratio of 3:6 vs the magma smelter ratio of 3:6 - there is no difference, though the blast furnace is more time-efficient.
Without magma, however, the ratio for the blast furnace is 3:5 compared to the smelter ratio of 3:3.

These are the 1.4 numbers, though, so it may be different in 1.4.1.
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afftor

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1666 on: February 29, 2012, 07:58:12 am »

1.4.1 now uses 2 piece of bituminous coal for 6 coke so its now somewhat fair amount.
Now for bugs... most wood still cost all the same and remove netherwood bark still produce nameless seeds blargh
Make plated ram, make plated stake, combine barbed wire, construct dart thrower, all requires trap component. Not sure if this intended or bug. I think this item has been removed from crafting.
Shells from fishing can be tanned into common leather (???)
By the way bonestuds and bonemeal made from remains, why not make it from bones? Bonemeal is somewhat understandable but not very balanced, but bonestuds...
EDIT: I don't think Netherwood from [REACTION:NETHERWOOD_BARK] works properly either. It's not recognized nor as wood neither as leather. In previous version i think it was recognized as leather tho.
« Last Edit: February 29, 2012, 08:40:06 am by afftor »
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dragonly

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1667 on: February 29, 2012, 08:57:58 am »

Hey Meph you do realize that when I got this "friendly" dwarven necromancer into my fort he just raised all the corpses which proceeded to kill everyone in my fort? I think that should be disabled or atleast made working properly. The undead attack the living, they don't really have a side.

For now I'll play without castes and priests.

Funny that you bring this up. One of my dwarves, or the vampire I have locked up has the mastery over life and death ability as well. Whenever I butcher creatures, they promptly come back to life as ewe hair, cow skin corpses etc. However, everything that is raised is friendly to my fortress! They just scare the bajeezus out of everyone, and interrupt their jobs.
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afftor

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1668 on: February 29, 2012, 09:00:03 am »

Yeah.. seems like metallic powder bags produce about 150 bars at once...
Slaughtered armored horses don't produce anything.
« Last Edit: February 29, 2012, 09:25:04 am by afftor »
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Nimrod

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1669 on: February 29, 2012, 09:18:51 am »

Hey Meph you do realize that when I got this "friendly" dwarven necromancer into my fort he just raised all the corpses which proceeded to kill everyone in my fort? I think that should be disabled or atleast made working properly. The undead attack the living, they don't really have a side.

For now I'll play without castes and priests.

Funny that you bring this up. One of my dwarves, or the vampire I have locked up has the mastery over life and death ability as well. Whenever I butcher creatures, they promptly come back to life as ewe hair, cow skin corpses etc. However, everything that is raised is friendly to my fortress! They just scare the bajeezus out of everyone, and interrupt their jobs.

I just had my "Master Druid" walk into the atom smasher because of that ...
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---=== Inveniam Viam Aut Faciam ===---

Torgan

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1670 on: February 29, 2012, 09:49:23 am »

and.... please please make full screen mode, i use a laptop and the poor graphic + small windows mode are killing me.
Don't you just need to set windowed mode to NO on the settings screen to get fullscreen?
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Dudemeister

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1671 on: February 29, 2012, 09:53:29 am »

@Ashnal: Thank you, but i did write a complete stonestoringsystem yesterday, and now that it's done, i'm going to keep it. I made a new thread, but no one seems interested, so i'll use it just myself.

About this hotkey.exe: Is there a way to choose the wallmaterial or does it allways take the nearest? I couldn't find the answer in teh net and have found no way to control it. I looked in those .ahk scripts but didn't find anything.
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Hugo_The_Dwarf

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1672 on: February 29, 2012, 09:56:15 am »

For those that are getting extra bars from the arc furnace change

[REAGENT:ore powder:1:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:WOLFRAM]

to

[REAGENT:ore powder:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:WOLFRAM]

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afftor

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1673 on: February 29, 2012, 10:05:50 am »

New pressing reaction doesn't give any seeds. Imo they should.
« Last Edit: February 29, 2012, 10:25:00 am by afftor »
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narhiril

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1674 on: February 29, 2012, 10:16:07 am »

Regarding different embark races - it is possible, but it's messy.  When embarking, it only shows you the names of the civilizations and not what race they are, so you have to check the neighbors screen to tell which race you've got selected (it will be on top of that list).  I did a little experimentation, but I've been putting this off until I get dwarves exactly where I want them, which will be a while.  ;)

Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1675 on: February 29, 2012, 10:24:03 am »

Hey guys, just checking in. Reports are noted down, and hugo is right, the arc smelter should have 150, instead of 1. Well, free super metal for everyone ;)

No time for anything, back on the bike then, with healthy 33° celsius. ^^
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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 :::

afftor

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1676 on: February 29, 2012, 10:25:47 am »

My leather boiling just produced 150ea of pig tail oil without container or anything. No idea how to use it.
God this mod bugged as hell.
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1677 on: February 29, 2012, 10:30:57 am »

Less and less with each update, also I manage to sneak in one or two new ones for you guys to discover. Keeps you on your toes ;)

(seriously, you complain about free metals/oil?)
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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 :::

afftor

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1678 on: February 29, 2012, 10:37:47 am »

Yeah, 150 semi-pointless bars cramping my stockpiles and oil in-name-only I can't actually use.
But actually that's just a small part of all what I encountered in 1.5 hours.
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xaldin

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Re: ☼MASTERWORK☼ Dwarf Fortress - for 34.03. Rebalanced.
« Reply #1679 on: February 29, 2012, 11:26:21 am »

Yeah, 150 semi-pointless bars cramping my stockpiles and oil in-name-only I can't actually use.
But actually that's just a small part of all what I encountered in 1.5 hours.

Meh in scheme of things those are pretty minor and just an atom smash away from being a non issue. I can still crash DF native almost at whim from its own settings so it isn't like he has a perfectly stable base with no bugs to work from.  Relax and report the issues so they can be fixed or you can take a break from it and wait while someone else does it or fork off your own MASTERWORK mod and code for yourself what you want with your own fixes (and bugs).

Meph's been ambitious about features which invariably means bugs, just no working around that.
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