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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.

Pages: 1 ... 310 311 [312] 313 314 ... 749

Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1838594 times)

The Scout

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4665 on: May 28, 2012, 06:21:00 pm »

Gold and silver clothing require bars instead of cloth, there's no use for gold or silver cloth.
My guys use cloth. I also use it for medical purposes.
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zoommmmm11

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4666 on: May 28, 2012, 06:32:46 pm »

I don't know if anyone else has this problem but i can't access the AppSettings.plist on my mac, is there a way open that?
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4667 on: May 28, 2012, 07:52:36 pm »

Quote
I don't know if anyone else has this problem but i can't access the AppSettings.plist on my mac, is there a way open that?
Sorry, cant help with the Mac Version.

@gold/silver thread: You can use it for suturing, clothing (in the clothiers workshop) or runes, for weapon upgrades. It is definetly not useless.

@fungus/sand: Is noted, I was suprised by the sand/farm thing as well...
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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 :::

zoommmmm11

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4668 on: May 28, 2012, 08:20:05 pm »

Sorry, he says it's in the works, i didn't see that part.
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zenerbufen

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4669 on: May 28, 2012, 09:15:18 pm »

@above poster
I don't know if anyone else has this problem but i can't access the AppSettings.plist on my mac, is there a way open that?
Yes, download the xcode tools from the appstore, be warned it's 'gigs' in size. I wouldn't recommend it though, there is nothing really in that file you need. It is completely ignored by dwarf fortress. The mac OS&the 'loader script' use it to properly integrate with the system. Editing anything in that file will just cause dwarf fortress to NOT open when you double-click it.

Instead open up data, then init, edit those files to your hearts content. TextEdit will work fine.

@fungus/sand:
The new version of dwarf fortress has new colors for allot of the rocks & mats. We should probably wait until after masterwork is based on the new vanilla raws and then re-address this issue, unless someone wants to submit a patch that will tweak the existing colors for usability in the meantime.

@everyone:
I'm going to be working on releasing a minor update for linux/mac soon with some scripts to allow you to toggle some options until I release the new gui, as well as include a working dwarf therapist/soundsense/and dwarf builder on mac. I am planning on defaulting illithids to off, and incorporating the 'trade caravans spontaneously bursting into flames' fix that was a few pages back if it works. (anyone want to test it?) I'm going to port these two changes to windows as well, plus possibly some documentation changes to make "help" a little easier to find. Since this means a new release for all 3 platforms is there anything else (small, easy, so the update doesn't get pushed out to long) you would like to see included in this update?

@meph:
dwarf fortress\data\config\graphics (beefmo ironhand mayday phoebus)
MasterworkDwarfFortress (phoebus ironhand jolly matrix)
Why are the graphics/raws split into the two separate locations and how do they interact with each other?
Also excepting your additions&gfx, it doesn't look like you change anything outside of the following locations from vanilla dwarf fortress, can you confirm I haven't missed anything glaring? thanks
\data\config
\raws
\data\speech
\data\art
\data\init

« Last Edit: May 28, 2012, 09:40:06 pm by zenerbufen »
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Noitanigami

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4670 on: May 28, 2012, 09:31:27 pm »

Hello,

I wanted to post a recent bug I've found. I cannot use items that are placed in bins. This has happened with both glass blocks (during the construction of a glass fort) and with cloth. I am new to this game, so this issue might be something I'm doing. Has anybody else had this issue?
Are you sure you can't use the items in the bins or is it just bins being hauled? A problem with the new hauling system is that when a dwarf carries a bin of goods around to pick up more goods anything in the bin is unusable.

This was the problem. Thank you for your help.
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Meph

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4671 on: May 28, 2012, 09:51:54 pm »

Quote
Why are the graphics/raws split into the two separate locations and how do they interact with each other?
Also excepting your additions&gfx, it doesn't look like you change anything outside of the following locations from vanilla dwarf fortress, can you confirm I haven't missed anything glaring? thanks
\data\config
\raws
\data\speech
\data\art
\data\init

I enable tilesets by copying the needed raws from a "backup" over the raws in the current DF folder. Thats why there is a copy for every tileset, but you only need creatures, tools, inorganics and plants. All else stays. I just copy the entire folder and replace all. The sprites I actually dont change, ironhand for example still uses phoebus-style dwarf sprites, somehow I never noticed that and no one mentioned it. I got a report about it maybe 2 weeks ago, and thats it. Can, of course, be done better.

Your list of changed folders is correct, in addition I also remove the vanilla ogg files in the data/sound folder. Easiest would be to just compare them with the Vanilla DF folder contents, if you want to make extra sure.
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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 :::

maki32

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4672 on: May 29, 2012, 05:05:02 am »

One little question, If I desactivate the invaders, they still coming for thief and ambushes? Or this option desactivate all the enemies ambushes, thiefs and sieges?
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zenerbufen

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4673 on: May 29, 2012, 06:00:38 am »

If you disable a race, you will need to generate a new world. Are they showing up after you do this?

Dark Archon

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4674 on: May 29, 2012, 06:19:22 am »

The "pillar" parts of the walls are invisible in ASCII version.

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zoommmmm11

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4675 on: May 29, 2012, 08:11:29 am »

@above poster
I don't know if anyone else has this problem but i can't access the AppSettings.plist on my mac, is there a way open that?
Yes, download the xcode tools from the appstore, be warned it's 'gigs' in size. I wouldn't recommend it though, there is nothing really in that file you need. It is completely ignored by dwarf fortress. The mac OS&the 'loader script' use it to properly integrate with the system. Editing anything in that file will just cause dwarf fortress to NOT open when you double-click it.

Instead open up data, then init, edit those files to your hearts content. TextEdit will work fine.

@fungus/sand:
The new version of dwarf fortress has new colors for allot of the rocks & mats. We should probably wait until after masterwork is based on the new vanilla raws and then re-address this issue, unless someone wants to submit a patch that will tweak the existing colors for usability in the meantime.

@everyone:
I'm going to be working on releasing a minor update for linux/mac soon with some scripts to allow you to toggle some options until I release the new gui, as well as include a working dwarf therapist/soundsense/and dwarf builder on mac. I am planning on defaulting illithids to off, and incorporating the 'trade caravans spontaneously bursting into flames' fix that was a few pages back if it works. (anyone want to test it?) I'm going to port these two changes to windows as well, plus possibly some documentation changes to make "help" a little easier to find. Since this means a new release for all 3 platforms is there anything else (small, easy, so the update doesn't get pushed out to long) you would like to see included in this update?

@meph:
dwarf fortress\data\config\graphics (beefmo ironhand mayday phoebus)
MasterworkDwarfFortress (phoebus ironhand jolly matrix)
Why are the graphics/raws split into the two separate locations and how do they interact with each other?
Also excepting your additions&gfx, it doesn't look like you change anything outside of the following locations from vanilla dwarf fortress, can you confirm I haven't missed anything glaring? thanks
\data\config
\raws
\data\speech
\data\art
\data\init

thanks i'll try that
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CheatingChicken

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4676 on: May 29, 2012, 09:47:05 am »

The "pillar" parts of the walls are invisible in ASCII version.

That is something I noticed too. It is quite easy to fix.
Just go to /data/init/d_init.txt and change [PILLAR_TILE:199] (or whatever value it currently has for you. It probably is 255) to [PILLAR_TILE:'O'], if you want nice round Pillars, otherwise enter whatever character you want to use, as long as you keep it inside the ' '
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Torrasque666

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 MAC UPDATE
« Reply #4677 on: May 29, 2012, 10:04:06 am »

I know this was asked earlier, but the guy didn't get a clear answer.

Why am I starting out as greenskins now? It even says so on embark, instead of TAB:Dwarfs it says TAB:Goblins.

I have not modded anything, its a clean install.


@torrasque666: Why ? Cant tell with more intel, any settings changed in the GUI ?


The only thing i've changed in the GUI is to DISABLE GOLBINS! Yet they still exist in this world for some reason. And yes, I've made sure its a new gen.

Oh and a side note: I can't load up one of these Gob-Dwarf games as it crashes. Has there been a fix on that?
« Last Edit: May 29, 2012, 10:24:29 am by Torrasque666 »
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LOOT FOR THE LOOT THRONE!

You seem to be under the impression that we're playing some game other than dwarf fortress. It doesn't matter how powerful you make a creature, we will find a way to destroy it. God is dead, and Urist killed him.

Flobulon

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4678 on: May 29, 2012, 10:38:31 am »

The list so far of possible bugs I've noticed in my game:

  • Clad [animal] in iron reactions ask for the steel cast
  • Seasoned drinks aren't stored in stockpiles or drunk by dwarves.
  • Golem forge asks for ITEM_TOY_BLUEPRINT_GOLEM, perhaps should be ITEM_TOOL_BLUEPRINT_GOLEM.
  • Golem casts ask for metal mechanisms, i.e gold mechanisms for the gold cast. AFAIK there is no way to make these mechanisms.
  • Golems acquired by trade aren't healed by the "light repairs" reaction.
  • Giant drowspiders don't spew webs - I'm guessing this is intended but it seems odd when their description mentions their silk.
  • Blast furnace batch reaction for making bronze creates copper bars.

These are all relatively minor things which are easily fixed, and I'm otherwise enjoying 1.9.2 immensely.
« Last Edit: May 29, 2012, 01:57:10 pm by Flobulon »
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Broseph Stalin

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4679 on: May 29, 2012, 01:07:18 pm »

The list so far of possible bugs I've noticed in my game:

  • Clad [animal] in iron reactions ask for the steel cast
  • Seasoned drinks aren't stored in stockpiles or drunk by dwarves.
  • Golem forge asks for ITEM_TOY_BLUEPRINT_GOLEM, perhaps should be ITEM_TOOL_BLUEPRINT_GOLEM.
  • Golem casts ask for metal mechanisms, i.e gold mechanisms for the gold cast. AFAIK there is no way to make these mechanisms.
  • Golems acquired by trade aren't healed by the "light repairs" reaction.
  • Giant drowspiders don't spew webs - I'm guessing this is intended but it seems odd when their description mentions their silk.
  • Blast furnace batch reaction for making bronze creates copper bars.

These are all relatively minor things which are easily fixed, and I'm otherwise enjoying 1.9.2 immensely.

You make metal mechanisms with the trap component section of the forge.
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