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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 1856765 times)

Meph

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Permits have Preserve_Reagent, they stay, but might need to be stockpiled/registrered by the game again. Cant change that. the Overflowing ink is fixed. The reagent was missing the Empty tag, so dwarves tried to fill already filled jugs.

Drows are buffed a little bit, and I have a look at the entity file again. Gave them like:city as well, they lived ONLY in caves so far, and dark fortresses.

I also added Sethcreyds speech extension mod, for adventure mode :)

PS: 2 deaths so far. Legendary miner suffocated because of black lung, he has been buried in the coalvein that killed him (and has a slab in the memorial hall) and my berserker woodcutter, who chased down the only thief I saw so far, a kobold. Thanks to him I got a bag of loot, but he got a slash in the guts. It healed, but he succumbed to infection about 3 seasons later. Rest is fine.
« Last Edit: March 13, 2012, 05:22:44 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 :::

Buffbot

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Love the look of the new cavern layers.  But... having magma worms and blue moss growing in the upper levels of my fort (pasture, farms and overworld entrance), is hard on the eyes.  Probably not much can be done about it, just stating my thoughts. 

Spoiler (click to show/hide)

I also had an issue with wagons.  I'm not sure if this is vanilla related, as I don't know if Toady fixed wagons with .34.  After trading an ungodly amount of crafts to a caravan, they've been stuck loading their wagons going on 4 seasons now, nothing new about that.  Here's the issue: currently I have 5 new wagons huddled in front of my depot and they won't unload after nearly 2 seasons.  Used to be any new caravans would just unload on top of the old, and you could trade with the new guys.

Spoiler (click to show/hide)

Keep up the good work.  :)
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Meph

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I cant do anything about the wagons, or the mixing of the grass types. You can turn it off though. Otherwise there is a little trick: If you dont want anything to grow on soil/sand/clay, just make a stockpile above it that accepts no items. The floor is now gray. :) Also stops trees from clogging up drainage tunnels.
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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 :::

mglarev

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Comment: I really love the guildhall. Makes squad training work like a charm.
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Aoi

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Is anybody having a problem with rocktip bolts? My crossbowmen don't seem to want to use them, though they'll pick up bone bolts fine.
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Stench Guzman: Fix this quote, please.
Now celebrating: Two and a half years misquoted. Seriously man. Just fix it. -_-

smakemupagus

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Is anybody having a problem with rocktip bolts? My crossbowmen don't seem to want to use them, though they'll pick up bone bolts fine.

They work fine for me, have you noticed that they're "foriegn bolts" not "bolts," so you have to make a separate entry in your squads ammo for them?

@everyone:  would it be possible to mod the Altar (or anything else) to put ghosts to rest?  the ones who don't have bodies so you can't slab them? 

Meph, i tried the Legion permit some more times and it was preserved.  I guess i must have accidentally trade away the first two, although steel is scarce enough i don't think i would have done so.  Maybe a Kea took em :D
« Last Edit: March 13, 2012, 08:57:53 pm by smakemupagus »
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Aoi

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I.... no.  :-X

I saw 'rocktip bolts' in the menu and selected those, though they showed up on the page post-selection as something like 'blunt bolts'.
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Stench Guzman: Fix this quote, please.
Now celebrating: Two and a half years misquoted. Seriously man. Just fix it. -_-

smakemupagus

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I.... no.  :-X

I saw 'rocktip bolts' in the menu and selected those, though they showed up on the page post-selection as something like 'blunt bolts'.

hmm, that sounds liek you're doing it right... sorry!

mglarev

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Is anybody having a problem with rocktip bolts? My crossbowmen don't seem to want to use them, though they'll pick up bone bolts fine.
Are your marksdwarfs hunters too? Check if now wrong ammunition is in the hunters ammunition assigment.
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Aoi

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No labors active. No hunter ammo is assigned. I have them stationed on the only ammo stockpile which is also assigned to the squad via an armor stand. They're also right next to archery targets and barracks assigned to them.

Looks like they don't have a problem firing the bone bolts too. So... something's keeping them from wanting to pick them up.
« Last Edit: March 13, 2012, 09:51:32 pm by Aoi »
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Stench Guzman: Fix this quote, please.
Now celebrating: Two and a half years misquoted. Seriously man. Just fix it. -_-

Xangi

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Hey man, what did you use to make the settings config program? I'm trying to get an easy installer working for Better Vampires (Soon to be Fear The Night, if the poll is any indication), but every single thing I've tried so far hasn't worked (not even batch wants to work. BATCH). I just want the user to be able to select which components of the mod he wants installed, but apparently that's asking too much :P
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

smakemupagus

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Silkworms.
How do you use em?  They're in cages.  I can take them out of cages to put them in animal traps, that doesn't seem too useful.

in case anyone else was wondering, you get your purchased silk worms out by moving them all to one cage, then deconstructing the cage with a lever.  Obvious in retrospect  8)

Nimrod

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No labors active. No hunter ammo is assigned. I have them stationed on the only ammo stockpile which is also assigned to the squad via an armor stand. They're also right next to archery targets and barracks assigned to them.

Looks like they don't have a problem firing the bone bolts too. So... something's keeping them from wanting to pick them up.

Are the bolts stored in bins?
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---=== Inveniam Viam Aut Faciam ===---

Baby_Slaver

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what is your favorite set of armor with this mod?
so far with vanilla i just use the wiki's set of :
2 x caps   
1 x helm   
6 x hood   
1 x breastplate   
3 x mail shirts   
6 x cloaks   
2 x trousers   
1 x greaves   
1 x pairs of gauntlets   
1 x pairs of mittens   
1 x pairs of socks   
1 x pairs of high boots   

what is the difference between padded and non padded clothes? can i use 2x padded cloaks instead 6 x cloaks?
And can dwarf handle dual wielding now? :D
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isitanos

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in case anyone else was wondering, you get your purchased silk worms out by moving them all to one cage, then deconstructing the cage with a lever.  Obvious in retrospect  8)
I haven't tried yet, but wouldn't it be simpler to assign them to a pasture zone and then just delete the zone? Unless captured vermin can't be pastured, of course.
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