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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 1858817 times)

The Scout

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4725 on: May 31, 2012, 07:45:30 pm »

Get them from killing automatons.
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Whatever you do, don't agree to stop looking at pornography or getting help from Jesus.
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Torrasque666

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4726 on: May 31, 2012, 08:38:12 pm »

So no more advice on my greenskin problems?
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BOOM FOR THE BOOM GOD!
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.

McCrow

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4727 on: May 31, 2012, 11:04:35 pm »

Is anyone else having issues with the Brewery workshop? My dwarfs don't seem to touch the drinks made there at all, won't stockpile them or use them.

edit: figured out that all of the drinks being made at the Brewery aren't being put in to a container of any sort. They just exist as an enormous mass of boozy liquid inside of the workshop. Any way to fix this?
« Last Edit: May 31, 2012, 11:51:46 pm by McCrow »
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BackgroundGuy

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4728 on: May 31, 2012, 11:32:56 pm »

Are candles just trade goods or what?
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daxp

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4729 on: June 01, 2012, 12:28:54 am »

The golem casts need mechanisms made out of whatever metal. So if you want iron golems, you need iron bars and iron mechanisms.

You can make metal mechanisms by going to a forge and selecting trap components. Then you pick your metal, then pick mechanisms.
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Speakafreak22

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4730 on: June 01, 2012, 01:52:30 am »

The golem casts need mechanisms made out of whatever metal. So if you want iron golems, you need iron bars and iron mechanisms.

You can make metal mechanisms by going to a forge and selecting trap components. Then you pick your metal, then pick mechanisms.
I've tried that with iron and mithril so far. I've made the mechanisms and I have at least 25 bars of both metals. The iron and mithril golem casts still come up as red, even though I have both of the components.
I am able to use the copper golem reaction, though it produces no results.
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SAFry

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4731 on: June 01, 2012, 03:05:26 am »

@speakafreak, I haven't played with golems much yet but I'll have a test and see if I can recreate the problem.

Also, I know Meph has already said that wards need an overhaul but I'd just like to 2nd the idea that you should be able to to manufacture them somehow. Maybe by sacrificing animals on an alter or something? Building a monument maybe?

I haven't got any wards in my fort and I was going to order some but no diplomat showed up with the caravan (maybe because I have the king already?) so even if one showed up next year I'm like 2 years away from getting a ward which is a long time with a full established fort.

Next time I'll embark with a couple I think, it's pretty much essential for this mod.

King of Blades

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4732 on: June 01, 2012, 03:51:43 am »

If I could use this mod with only the FPS saving changes, and none of the actual modding, I would, alas, I can't play anything but vanilla DF, so no FPS saving Masterwork for me.
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Tierre

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4733 on: June 01, 2012, 04:13:34 am »

There was a mod to make animal skins and material non unique (which greatly helps fps) on wimbli (i believe meph used it anyway or at least the idea of it)  and you can destroy some stone types yourself.
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ShadowLop

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4734 on: June 01, 2012, 09:15:13 am »

Not sure if it's been mentioned, because 316 pages and it's bedtime, but search results in nothing.

Anyway, having some trouble with the spawn location.

Set one up where my animals were, deployed a decoy, nearby drake tore it's head off. Second deployment either failed or created two, not quite sure. After that, I ended up with three live decoys in my corpse pile. After killing them with my militia, since I couldn't do anything with them anyway, I am no longer able to deploy anything through spawn locations.

I have 5-6 decoys in stockpiles and option is red.
Built a scarecrow to test other items, does not work.
Removed all spawn locations and created a new one, does not work.

Have no gargoyles, turrets or mines, but could create a mine to test with, however probably will get same result.

Wondering if this is a known problem or if it's just me...
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Hmm...a trade? Intriguing...No, wait, boring! PULL OFF HIS KNEECAPS!

Ryusho

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4735 on: June 01, 2012, 12:37:19 pm »

New player question for this, as I have been looking through the help file, and I can't find a way to make paper for books, so how do I get paper or whatever for books, I have book-binding leathers....
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vonsch

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4736 on: June 01, 2012, 12:43:26 pm »

For paper you  need a screwpress and wood. You can make it more efficient in wood use by using scrapwood produced in a timberyard if wood supply is an issue.
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vemiermark4

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4737 on: June 01, 2012, 01:26:11 pm »

Hey, having a trap issue... Not sure if I'm doing something wrong.

Trying to construct pulleys, which require a chain and mechanisms. I have plenty of both, but it still won't let me create any. Am I skipping a step or something? The building guides aren't helping me in this case.
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SAFry

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4738 on: June 01, 2012, 03:00:11 pm »

@speakafreak OK, I got as far as making the copper golem cast, then when I tried to make the copper golem itself it just seems to cancel halfway through and I have to wait for them to put all the parts away again. It's a bit annoying with the new hauling system especially if somebody wonders off with the bin to go collect crap in the caverns with the golem cast bin!

Noes1s

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4739 on: June 01, 2012, 03:35:23 pm »

My 1251 embark points Genie, died of old age 1 year after embark... whats the coded lifespawn? Is this normal?
He only gave me some diorite, a yellow diamond and a native copper. Dont worth the points.

I have a fortress on a good biome, close to an untammed biome. No evil biomes around. My hunter killed a jackal, moved the body to the butchery (-14z), and left. The jackal revived on his own, as a normal "jackal" again, and ran around the fortress until some war dogs killed him. I kept watching the dead body, waiting for some dwarf to take care of it, but he revived again... checked creatures list, no necros around, what the hell is happening in my fortress :S?

Another funny thing, its that some dwarf died falling off the waterfall. Getting some tantrums, buried the body, and fixed their happiness. Some time later, his body its found Again (wtf?) outside his tomb, and everyone starts tantrum again. Building a second tomb for the "extra" body, i receive some report that the same dwarf has just died of sofocation and that someone has found his body, for the third time in a row. I had to restart the fortress, insane amounts of red on my dwarf therapist.

Same thing happened with the Genie, first his body was found dead, later he dies of old age, and a week later his body is found dead again on the corpses stockpile... seriously, some weird bug its going on here.
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