Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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.

Pages: 1 ... 139 140 [141] 142 143 ... 749

Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1854869 times)

Nimrod

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
« Reply #2100 on: March 06, 2012, 02:32:18 am »

Dwarfes still CLEAN the "ammo" from slade turrets (i guess copper too) - can that be changed somehow?
Logged
---=== Inveniam Viam Aut Faciam ===---

Nimrod

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
« Reply #2101 on: March 06, 2012, 02:33:48 am »

I apologize if it has been recently answered, I tried to find mention of this, but I am having the damnedest time with the rocktip bolts. My marksdwarves simply refuse to use them, I have stockpiles of 500+ and they opt to instead grab random single iron bolts laying around from previous caravans. Any advice on this one?

Specify the rock bolts for training (T) only in the ammo menue for squads. Set the metal ones for combat (C) This should do the trick.
Logged
---=== Inveniam Viam Aut Faciam ===---

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
« Reply #2102 on: March 06, 2012, 02:54:02 am »

Cant you assign them specificly to the squad ? I got some reports from people who couldnt find a way to use them, but that is more a problem of the military screen, not of how the bolts are made. I know they work. Hope you get it to work.

And someone said metal guide ? Good timing my friend, here you go:
Spoiler (click to show/hide)

If this does not answer every important questions about metals I'll be damned.

Here again the building guide examples. I would really like some feedback about the two guides, metal and building, to see if I should continue in that direction, or not. (I personally like flobulons more, but I guess he does not have the time to simply make one for each building/reaction)

Buildings:
Spoiler (click to show/hide)
« Last Edit: March 06, 2012, 03:02:45 am by Meph »
Logged
::: ☼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 :::

Alem

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
« Reply #2103 on: March 06, 2012, 03:04:48 am »

I can specifically assign then to use bolts made of Rocktip material, but the bolts never show up as items they recognize and use. And i've tested them in the arena and they work fine there, so I am just a tad confused heh. Marksdwarves never have been an easy thing for me to set up for some reason, so I imagine if it wasn't this it would be something else  ;D.
Logged

Torgan

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
« Reply #2104 on: March 06, 2012, 03:15:47 am »

Golden goose doesn't seems to do anything with its nestbox(intended?).
I noticed that as well, and when I checked the description of the golden goose I had bought from a caravan it was described as an It rather than a He/She so is it possible golden geese are missing a gender tag?
Logged

Prats

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
« Reply #2105 on: March 06, 2012, 03:17:11 am »

Great job Meph. Thanks for new version and guides (it helped a lot)!!
Logged

Bodyless

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
« Reply #2106 on: March 06, 2012, 03:55:02 am »

rocktip bolts are not considered "normal" bolts, you need to edit the ammo of the squad and add " rocktip bolt (foreign)" to them
Logged

Demiurge

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
« Reply #2107 on: March 06, 2012, 04:00:50 am »

Good changelog. I didn't spot the 150 Mithril bars bug in there though. Did you fix that?
Logged

afftor

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
« Reply #2108 on: March 06, 2012, 05:18:49 am »

Cant you assign them specificly to the squad ? I got some reports from people who couldnt find a way to use them, but that is more a problem of the military screen, not of how the bolts are made. I know they work. Hope you get it to work.

And someone said metal guide ? Good timing my friend, here you go:
Spoiler (click to show/hide)

If this does not answer every important questions about metals I'll be damned.

Here again the building guide examples. I would really like some feedback about the two guides, metal and building, to see if I should continue in that direction, or not. (I personally like flobulons more, but I guess he does not have the time to simply make one for each building/reaction)

Buildings:
Spoiler (click to show/hide)
what about armours? And btw how do demonic/armok and other custom stuff scale with the rest?
Logged

Alexander86

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
« Reply #2109 on: March 06, 2012, 06:03:32 am »

New version! Meph you rock. So glad i gave your mod a chance, it adds so much to the game, keep up the good work :)
Logged

slay_mithos

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
« Reply #2110 on: March 06, 2012, 06:09:31 am »

Meph, the Blessed Serra - Plains (Good biomes) could need a seed change maybe.

At least, with the given seed and most of the additionnal races, I get goblins, 2x automatons, and a bunch of other races eliminated before year 150.

Also, it won't spawn the Drows civilisation, at least it didn't in 5 attempts (legend viewer to make sure of it).

I will make new tries with random seeds, maybe it will help.

It's sad, because the three other civilisations get spawned in the south, and one additional elf all along the coast from south to north, so there would be no problem with trading at least.

Edit, while I am at it, here is the errorlog.txt:
*** Error(s) finalizing the entity SERPENTINEFD
Unrecognized entity gloves token: ITEM_GLOVES_GAUNTLETS
*** Error(s) finalizing the entity RAPTOR_FD
Unrecognized entity gloves token: ITEM_GLOVES_GAUNTLETS

« Last Edit: March 06, 2012, 06:12:52 am by slay_mithos »
Logged
For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
DFHack tips and tricks for your everyday tasks

JimmyBobJr

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
« Reply #2111 on: March 06, 2012, 06:18:36 am »

Just another question/report to submit to this great mod.

My fort is in its 4th year, and a "Apostle of Armok" Showed up at my fortress.

The thing is, every single body part in his wound menu was yellow. Everything from his head to his Second join, Third Right toe was "Missing some function" upon arrival.

Despite everything i could ot get this dwarf to change job descryption; Whenever i changed his job to "Pleb" (A Hauler) , his job still claimed he was a Apostle of Armok.

After using the "K" Function to examine him, i found that he had over 4000 bone trinkets of some sort. So i Atom-Smashed the obvious vampire, and he is now dead though"Creative" usage of bridges.

Whiiiich on hindsight might not have been the best idea.

:/

Logged
Where is the chemistry
They tried chemistry once.
It created soap.
Dwarves lost interest in chemistry after that.

Nimrod

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
« Reply #2112 on: March 06, 2012, 06:25:22 am »


Whiiiich on hindsight might not have been the best idea.

:/

Get ready for the obvious vampire ghost :D
(And pray to Armok he will show up on the "engrave slab" menue)
Logged
---=== Inveniam Viam Aut Faciam ===---

JimmyBobJr

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
« Reply #2113 on: March 06, 2012, 06:46:30 am »


Whiiiich on hindsight might not have been the best idea.

:/

Get ready for the obvious vampire ghost :D
(And pray to Armok he will show up on the "engrave slab" menue)

I was thinking more about all those bone crafts lost! With 4000 crafts, i could have bought out several entire caravans!

Oh well, i guess those caravans will have to stick to the millions of stone crafts i usually give them.

In unrelated new, Goddamn Vampires are annoying.
Logged
Where is the chemistry
They tried chemistry once.
It created soap.
Dwarves lost interest in chemistry after that.

JimmyBobJr

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - 1.5 for 34.04. New: Slaves and Secrets
« Reply #2114 on: March 06, 2012, 06:50:40 am »

And goddamn, another update?

IM CONFLICTED!

Do i stick with my 7 year fort and miss out on the new updates?

Or do i get the new updates, and lose hours of work?!

I DONT KNOW WAT TO DU.
Logged
Where is the chemistry
They tried chemistry once.
It created soap.
Dwarves lost interest in chemistry after that.
Pages: 1 ... 139 140 [141] 142 143 ... 749