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 ... 319 320 [321] 322 323 ... 749

Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1858672 times)

Durian Hohlades

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4800 on: June 05, 2012, 04:34:10 am »


@Durian Hohlades
You have to 'Create a New World' for most changes to take effect. This means you can't turn invades off or back on in an already existing fort. Any forts in that world will use whatever settings where in effect when the world was created.



I see, but i had invasions the first 5 years, then i toogled invaders, saved and now it seems all civilisations are in peace with me, no kobolds, no snatchers, no ambushes at all, so i think toogling invaders off changed it for me in a existing world, but its not changing this setting back to "normal", any idea? :D

That "invaders" setting is an ini setting from vanilla actually. It just toggles sieges, thieves, and ambushes on and off. You can turn it on/off any time. It's quite useful for megaprojects.

Yes i thought so, but all civilisations are PEACED, and after i toogled it back on they dont turn back to normal, i mean kobolds goblin civ beakwolfs and etc pp, that used to siege dont do shit anymore :P

may iam wrong or its just fucked up for me now
Logged

Tierre

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4801 on: June 05, 2012, 04:38:19 am »

About embark points - try to delete everything from your embark list and see how many points you really have. I think it is just a simple problem of having items of different value on a predefined list. That's all :)
Logged

zenerbufen

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4802 on: June 05, 2012, 05:17:07 am »

I've noticed sometimes when I embark I will have a few points left over, other times it warns me I don't have enough. It is odd indeed.

@Durian, you might just have to wait?  maybe they have to get mad at you before they decide they don't like you enough to start another war with you? Have you tried initiating hostilities?

@Everyone
Per request I have set up a code repository for Masterwork over here

You will find; A wiki that you can use to discuss the mod internals and technical details, a Tracker that you can use to submit bugs (I will be entering several for meph), and a Mercurial repository of the help guides and raws for anyone who wants to dig in and help out.

« Last Edit: June 05, 2012, 05:28:30 am by zenerbufen »
Logged

Durian Hohlades

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4803 on: June 05, 2012, 06:24:23 am »

i may try slaughtering next caravan, but how to gank on kobolds if they dont appear on yo map?! :D
Logged

Altaree

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4804 on: June 05, 2012, 07:32:30 am »

I've noticed sometimes when I embark I will have a few points left over, other times it warns me I don't have enough. It is odd indeed.

@Durian, you might just have to wait?  maybe they have to get mad at you before they decide they don't like you enough to start another war with you? Have you tried initiating hostilities?

@Everyone
Per request I have set up a code repository for Masterwork over here

You will find; A wiki that you can use to discuss the mod internals and technical details, a Tracker that you can use to submit bugs (I will be entering several for meph), and a Mercurial repository of the help guides and raws for anyone who wants to dig in and help out.
Access Denied User "anonymous" has no permission to access "/project/5793"

Edit: I created an account and :
Access Denied User "altaree" has no permission to access "/project/5793"
« Last Edit: June 05, 2012, 07:36:09 am by Altaree »
Logged
Dan Pearson:
This is a game which calculates the volume of blood in every creature it generates so it knows how much alcohol it would have to consume to get drunk, an update which, remarkably, ended up covering people's fortresses in cat vomit.

tahujdt

  • Bay Watcher
  • The token conservative
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4805 on: June 05, 2012, 09:50:00 am »

About embark points - try to delete everything from your embark list and see how many points you really have. I think it is just a simple problem of having items of different value on a predefined list. That's all :)

Yes I delete the items, and then I find that I have 1380 or whatever. I think this is a MW problem, as I never have it with vanilla. Hard to imagine how, though.
Logged
DFBT the Dwarf: The only community podcast for Dwarf Fortress!
Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?

Lightningfalcon

  • Bay Watcher
  • Target locked. Firing main cannon.
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4806 on: June 05, 2012, 09:54:00 am »

Where is the gamelog.txt file?  I'm trying to get Soundsense to work, but I can't find the file anywhere. 
Logged
Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

tahujdt

  • Bay Watcher
  • The token conservative
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4807 on: June 05, 2012, 10:12:37 am »

Hey, is it possible to get Jolly Bastion Tileset without having to turn on creature sprites?
Logged
DFBT the Dwarf: The only community podcast for Dwarf Fortress!
Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?

Srial

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4808 on: June 05, 2012, 10:13:31 am »

Gamelog.txt is in the root dwarf fortress directory.  The tricky part that always catches me is the gamelog.txt file isn't created until DF has been started at least once.

So, start DF, then immediately quit at the menu and you should see it appear in the Dwarf Fortress directory.

« Last Edit: June 05, 2012, 10:24:00 am by Srial »
Logged

zenerbufen

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4809 on: June 05, 2012, 10:35:18 am »


Access Denied User "anonymous" has no permission to access "/project/5793"

Edit: I created an account and :
Access Denied User "altaree" has no permission to access "/project/5793"

Odd, the project is open to everyone, and when I tried to ad altaree I couldn't find the username... have you confirmed your e-mail? The site is working for me =\ I'll look into this more when I get home.

@jollybastion without sprites, yes you can. Copy \MasterworkDwarfFortress\Jolly\data\art\Phoebus_16x16.png into \dwarf fortress\data\art\

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4810 on: June 05, 2012, 10:47:00 am »

So, goblins have cut off access to my primary water source, and due to said goblins I'm now in great need of water for some dwarves who aren't in the best of health.

I've noticed I can "purify water from booze", which then gives me a bucket of clean water.  This is great, but how do I get my dwarves to tip it into my well/pond?  Will they eventually realise there are buckets that can be used (they haven't yet), or do I need to do something more than designate a pond zone?

In other matters, I'm also confirming that I also can't see the code repo, although I don't have an account on JavaForge.

Logged

Werdna

  • Bay Watcher
  • Mad Overlord
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4811 on: June 05, 2012, 11:00:29 am »

Hmm, I think the problem is that a Pond must be filled from a Water Source, which is by hand or well from an already existing tile of water.  The game probably doesn't recognize the already filled bucket of water as a water source unfortunately.  I don't think this is under Meph's control.

When I'm in that situation, I immediately order my miners to start sinking tunnels to locate the caverns, to locate underground lakes.  Once I discover a cavern with water, I route a tunnel directly over the underground lake and build a well over it.  Just be aware that the caverns are far more dangerous in Masterwork, so seal up unused openings into the cavern, and prepare to defend the ones you do use.  I've gotten massive troglodyte ambushes *very* early in the game - I think they may be triggered by cavern discovery, not wealth/pop like most invader races are.  YMMV!

Spoiler (click to show/hide)

Logged
ProvingGrounds was merely a setback.

ShadowLop

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4812 on: June 05, 2012, 11:21:06 am »

Hmm, I think the problem is that a Pond must be filled from a Water Source, which is by hand or well from an already existing tile of water.  The game probably doesn't recognize the already filled bucket of water as a water source unfortunately.  I don't think this is under Meph's control.

On the other hand, a bucket of water should be given to the dwarf directly anyway, so you don't really need to put it in the pond in the first place...
Logged
Hmm...a trade? Intriguing...No, wait, boring! PULL OFF HIS KNEECAPS!

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4813 on: June 05, 2012, 11:43:18 am »

On the other hand, a bucket of water should be given to the dwarf directly anyway, so you don't really need to put it in the pond in the first place...

If that works for both cleaning and watering dwarves, then I'm delighted to have buckets of water lying around.  I had one dwarf who kept wandering to the well and looking disappointed (with a "clean self" task), so I wasn't sure.

Quote
Hmm, I think the problem is that a Pond must be filled from a Water Source, which is by hand or well from an already existing tile of water.  The game probably doesn't recognize the already filled bucket of water as a water source unfortunately.  I don't think this is under Meph's control.

As it was, I ended up using the brewery to purify water from booze, then dfhack to drybuckets, and then added one unit of liquid to my well for each bucket dryed.  In this way I feel that I didn't completely cheat. :)

Thanks for the advice, ShadowLop and Werdna!
Logged

lp_228

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #4814 on: June 05, 2012, 12:47:10 pm »

Is there a known graphical bug in Phoebus Tileset? When i find flux stone, the image of tile is white instead of correct image of flux. This problem doesn't occur in "normal" DF - only in Masterwork.
Logged
Pages: 1 ... 319 320 [321] 322 323 ... 749