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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 1857966 times)

thistleknot

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5265 on: June 24, 2012, 09:24:41 am »

Golems, u have to create pasture zones and assign them to a pasture.

Now if only I can figure out how to heal them.

Scruffy

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5266 on: June 24, 2012, 09:51:35 am »

I have a couple of stupid questions that I most likely could figure out by tinkering and doing a few test embarks but I'm going to ask them anyway:

Are ironbark and steeloak hardcoded features or do i need to toggle the +120 tree types to get them?
Also, are sausages etc other new cooking reactions a part of the more food types setting or does it only add new types that can be gotten from the old reactions?

Anyway, I love the mod!
« Last Edit: June 24, 2012, 10:42:52 am by Scruffy »
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The weredwarf Urist McUrist has come! A bearded drunkard twisted into minute form. It is crazed for booze and socks. Its unwashed beard is tangled. It needs alcohol to get through the working day and has gone without a drink for far too long. Now you will know why you fear the mines.

Et tu, Urist

Child of Armok

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5267 on: June 24, 2012, 10:17:59 am »

All my pre-genned world i gen and love very much are VERY deep so my FPS dies very quickly, like 60 levels beneath 0. TERRIBBLE, what to do?
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Speakafreak22

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5268 on: June 24, 2012, 10:42:41 am »

I have a couple of stupid questions that I most likely could figure out by tinkering and doing a few test embarks but I'm going to ask them anyway:

Are ironbark and steeloak hardcoded features or do i need to toggle the +120 tree types to get them?
Also, are sausages etc other new cooking reactions a part of the more food types setting or does it only add new types that can be gotten from the old reactions?

Anyway, I love the mod!
You can order the ironbark and steeloak seeds from caravans (I think Dwarven and Elven, maybe Drow and human as well), and I'm pretty sure you have to turn on the new food settings for sausage.
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thistleknot

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5269 on: June 24, 2012, 11:10:36 am »

heal golems?

thistleknot

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5270 on: June 24, 2012, 11:55:54 am »

Thistleknow, you can make a Spawn location under Workshops, there you can deploy the treant.

okay, built the spawn thingy, now how do I deploy it?  All I have are seeds

Nevermind, seems like my seeds ran away (I can't find them now)
« Last Edit: June 24, 2012, 12:09:43 pm by thistleknot »
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mglarev

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5271 on: June 24, 2012, 12:27:41 pm »

First off: Thank you very much for the update. I love it, as always.

A question: Can I copy my 1.9.2 savegame over to the 1.9.3 folder and play it? I am getting better with raws and modding, but I am not sure of it.
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Hugo_The_Dwarf

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.2 - for 34.10 LINUX UPDATE
« Reply #5272 on: June 24, 2012, 12:48:03 pm »

Quote
- Added Prone To Rage back to Golems
 - Added [DO_NOT_CLEAN_GLOB] to Bullet and Slade turret ammo

Squee!!!! no more sissy Golems in my Military

for fun embark with 100 concubines and 100 mining picks! instant fortress! (btw they're not broke don't change my harlots! i like them being able to do stuff they are afterall. my angels.)

wonder if i can golem them...
The concubines are Dwarves so you should be able to golem them, unless Meph has forseen this and make his boiling rock syndrome only affect normal dwarves ;) hint hint Meph

As for making thim mine? I take it some DT magic is involved there?

And the golems will be slightly sissy, until they fly off the handle.

heal golems?
Well if Meph made all golem tissues healable without the need to be set or splinted, then all you would need to do is somehow boost it's RECUPERATION, may not heal lost limbs but it will heal the other damages. Unless he makes a interaction to resurrect+transform(temp) a dead golem. I say transform(temp) because it should be a "Golem under repair" immobile creature. that takes a year or something to wear off and be the golem it once was.

So for all the use golems, just hope that Meph reworks them :P it's a mess in there.
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mglarev

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5273 on: June 24, 2012, 12:53:51 pm »

heal golems?

There is a reaction in the golem forge using mechanisms to heal golems. I could not get it to work, though.

Now to the point - is there a extensive manual for Masterwork DF? I know there is manual in launcher but it's lacking.

There is the wiki: http://masterworkdf.wikispaces.com/

It is a bit outdated, though, and needs more work. I am about the only person that trys to keep it up to date.
« Last Edit: June 24, 2012, 12:57:38 pm by mglarev »
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thistleknot

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5274 on: June 24, 2012, 01:02:27 pm »

heal golems?

There is a reaction in the golem forge using mechanisms to heal golems. I could not get it to work, though.

Now to the point - is there a extensive manual for Masterwork DF? I know there is manual in launcher but it's lacking.

There is the wiki: http://masterworkdf.wikispaces.com/

It is a bit outdated, though, and needs more work. I am about the only person that trys to keep it up to date.

lame wiki, have to register, THEN ask permission to join

mglarev

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5275 on: June 24, 2012, 01:04:50 pm »

I believe guest editing is activated. Edit: I approved your account.
« Last Edit: June 24, 2012, 01:39:14 pm by mglarev »
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shabang50

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5276 on: June 24, 2012, 01:48:15 pm »

@meph; In regards to the custom brewing reactions not working, somebody (not me, but the thread is TL, so NR :P) said that the problem only occured with larger stack sizes of plants. Don't know if it's any help (anything apart from changing [INDIV_CONTROLLABLE] is a mystery to me).
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mglarev

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5277 on: June 24, 2012, 02:40:20 pm »

I am trying to keep track on the bugs at the wiki page: http://masterworkdf.wikispaces.com/Bugs

Also, some balancing suggestions at the bottom.
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zenerbufen

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5278 on: June 24, 2012, 04:22:43 pm »

I am trying to keep track on the bugs at the wiki page: http://masterworkdf.wikispaces.com/Bugs

Also, some balancing suggestions at the bottom.
Thanks for putting that together, we have this also set up: http://www.javaforge.com/project/MWDF/tracker

Also,  your 1.9.2 save file should work fine in 1.9.3.

« Last Edit: June 24, 2012, 04:25:33 pm by zenerbufen »
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thistleknot

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Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« Reply #5279 on: June 24, 2012, 04:52:57 pm »

how do I chop down trees that are planted?
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