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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 ... 462 463 [464] 465 466 ... 749

Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1836066 times)

arclance

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6945 on: September 20, 2012, 10:06:00 am »

It will be "steelclad sauropod steel". I tried to recycle it, but the reaction token for meat is broken, and it accepts anything. I had the same problem when I wanted to specificly sacrifice hearts on the altar... doenst work, it takes any bodypart, meat, lungs, etc. Same problem with the iron and steel leftovers. Only two solutions I see so far: Ignore it and bring it to the crematory to burn, or I can add "non_butcherable" to armored animals, but then they dont give anything. and thats not the point... I would have fixed the issue long ago, but DF doesnt allow me to.
Couldn't you give their meat/bodyparts a specific REACTION_CLASS and filter the reactant input that way?
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
The Bloodwinery v1.3.1 | Dwarven Lamination v1.5 | Tileset Resizer v2.5 - Mac Beta Tester Needed
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Firehawk45

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6946 on: September 20, 2012, 10:22:06 am »

Im reading myself into modding at the moment, and if Meph buts out a better version of MW2, i will start making a plugin.... not sure about which race though, will take a lot of experimenting and testing i feel.
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Meph

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    • worldbicyclist
Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6947 on: September 20, 2012, 10:46:24 am »

@arclance: Maybe. they currently use iron and steel, but I could make custom inorganic mats, "iron_animal" and "steel_animal" with the reaction classes, and then accept NONE:NONE:NONE:NONE REACTION_CLASS:iron/steel_animal to recycle them. Worth a try. :)

@firehawk: Writing an entire race and balancing it is immensly difficult. Before you start such a big project and abandon it halfway through, rather start with something smaller. Doesnt have to be races, you know ;) New creatures, buildings or anything you can think of for dwarves is fine 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 :::

arclance

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6948 on: September 20, 2012, 10:54:43 am »

@arclance: Maybe. they currently use iron and steel, but I could make custom inorganic mats, "iron_animal" and "steel_animal" with the reaction classes, and then accept NONE:NONE:NONE:NONE REACTION_CLASS:iron/steel_animal to recycle them. Worth a try. :)
You can modify the material in the creature definition like this.
Code: [Select]
[SELECT_MATERIAL:BONE]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
In this case the creatures bones now have material properties similar to steel.
I did that in a game where I got a artifact Giant Eagle Bone Longsword and it worked fine.

This is the same way trolls are given different colored blood.
Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
    [STATE_COLOR:ALL:AQUA]

I think you could do.
Code: [Select]
[TISSUE_MATERIAL:INORGANIC:STEEL]
        [REACTION_CLASS:STEEL_SKIN]
« Last Edit: September 20, 2012, 11:30:07 am by arclance »
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
The Bloodwinery v1.3.1 | Dwarven Lamination v1.5 | Tileset Resizer v2.5 - Mac Beta Tester Needed
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Firehawk45

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6949 on: September 20, 2012, 10:55:02 am »

That would have been the first steps anyway ;) Starting a race right away would be like being a engineer in your first year and starting with nuke-making. High chance of being blown into tiny bits and even if it works, someone elses nuke would be better :D

Also, i will have time until MW2 is finished, and before that, making a plugin of considerable size would drag a lot of work behind it as you go on with modding. But, i think a invasion race is much easier, or am i wrong again?
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lothion

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6950 on: September 20, 2012, 12:05:10 pm »

Quote
That is strange I don't know why it would use "charmap" encoding in Windows it should use "ISO-8859-1" by default.

Could you try using this and see if it fixes your error?
Code: [Select]
from tkinter import *
import os
import fnmatch
from tkinter import tix
from tkinter import filedialog

dir1 = 'MasterworkDwarfFortress/raw/objects/'
dir2 = 'Dwarf Fortress/raw/objects/'

match = ['creature*','item*','inorganic*','reaction*','plant*','entity*']
files = []
for m in match:
for file in os.listdir(dir1):
if fnmatch.fnmatch(file, m):
files.append(file)

totdat = [[]]*len(files)
for i in range(len(files)):
f = open(dir1+files[i], mode="rt", buffering=1, encoding="ISO-8859-1")
dat = []
for row in f:
dat.append(row)
totdat[i] = dat
f.close()

ddtot = [[]]*len(totdat)
for j in range(len(totdat)):
d = []
for i in range(len(totdat[j])):
par = totdat[j][i].partition(':')[0]
if (par == '[CREATURE') or (par == '!!!CREATURE'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[REACTION') or (par == '!!!REACTION'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[INORGANIC') or (par == '!!!INORGANIC'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[PLANT') or (par == '!!!PLANT'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_AMMO') or (par == '!!!ITEM_AMMO'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_ARMOR') or (par == '!!!ITEM_ARMOR'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_FOOD') or (par == '!!!ITEM_FOOD'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_GLOVES') or (par == '!!!ITEM_GLOVES'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_HELM') or (par == '!!!ITEM_HELM'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_INSTRUMENT') or (par == '!!!ITEM_INSTRUMENT'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_PANTS') or (par == '!!!ITEM_PANTS'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_SHIELD') or (par == '!!!ITEM_SHIELD'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_SHOES') or (par == '!!!ITEM_SHOES'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_SIEGEAMMO') or (par == '!!!ITEM_SIEGEAMMO'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_TOOL') or (par == '!!!ITEM_TOOL'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_TOY') or (par == '!!!ITEM_TOY'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_TRAPCOMP') or (par == '!!!ITEM_TRAPCOMP'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
elif (par == '[ITEM_WEAPON') or (par == '!!!ITEM_WEAPON'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!1') != 0:
d[-1][2] = 'off'
elif (par == '[ENTITY') or (par == '!!!ENTITY'):
d.append([totdat[j][i].partition(':')[2].partition(']')[0], i, 'on'])
if par.count('!!!') != 0:
d[-1][2] = 'off'
if len(d) != 0:
dd = []
for i in range(len(d)-1):
dd.append([d[i][0], d[i][1], d[i+1][1], d[i][2]])
dd.append([d[-1][0], d[-1][1], len(totdat[j]), d[-1][2]])
ddtot[j] = dd

if os.path.exists('configuration.txt'):
pass
else:
for i in range(len(files)):
A = files[i].partition('_')[0]
B = files[i].partition('_')[2].partition('.')[0]
for j in range(len(ddtot[i])):
C = ddtot[i][j][0]
ddtot[i][j][0] = A+'.'+B+'.'+C

def save():
fn = filedialog.asksaveasfilename()
wf = open(fn, 'w', buffering=1, encoding="ISO-8859-1")
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
wf.write(ddtot[i][j][0]+'#'+ddtot[i][j][3]+'\n')
wf.close()

def load():
fn = filedialog.askopenfilename()
wf = open(fn, "rt", buffering=1, encoding="ISO-8859-1")
dat = []
for row in wf:
dat.append(row)
wf.close()
for i in range(len(dat)):
for j in range(len(ddtot)):
for k in range(len(ddtot[j])):
if dat[i].partition('#')[0] == ddtot[j][k][0]:
ddtot[j][k][3] = dat[i].partition('#')[2].partition('\n')[0]

def write():
#print("Write")
for i in range(len(files)):
if len(ddtot[i]) != 0:
wf = open(dir2 + files[i], 'w', buffering=1, encoding="ISO-8859-1")
for k in range(ddtot[i][0][1]):
wf.write(totdat[i][k])
for j in range(len(ddtot[i])):
for z in range(ddtot[i][j][1],ddtot[i][j][2]):
if ddtot[i][j][3] == 'off':
wf.write(totdat[i][z].replace('[','!!!'))
elif ddtot[i][j][3] == 'on':
wf.write(totdat[i][z].replace('!!!','['))
wf.close()

if __name__ == '__main__':
root = tix.Tk()

canvas = tix.Canvas(root, width = 500, height=500)
canvas.grid(row=0, column=0, sticky=N+S+E+W)
root.grid_rowconfigure(0,weight=1)
frame = tix.Frame(canvas)
frame.rowconfigure(1,weight=1)
frame.columnconfigure(1,weight=1)

class states:

def __init__(self,ty):
self.t =Toplevel(root)
self.ty = ty
self.top = []
self.ord = []
self.sub = []
self.tot =  []
self.base = []
self.makelist()
cls = tix.Button(self.t, text='Close', command=self.close)
cls.grid()

def close(self):
self.t.destroy()

def update(self,item):
if len(item.split('.')) == 2:
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
val = ddtot[i][j][0].split('.')[0]+'.'+ddtot[i][j][0].split('.')[1]
if val == item:
if self.cl.getstatus(item) == 'off':
self.cl.setstatus(ddtot[i][j][0], 'off')
ddtot[i][j][3] = 'off'
elif self.cl.getstatus(item) == 'on':
self.cl.setstatus(ddtot[i][j][0], 'on')
ddtot[i][j][3] = 'on'
elif len(item.split('.')) == 3:
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
if item == ddtot[i][j][0]:
ddtot[i][j][3] = self.cl.getstatus(item)

def update2(self,item):
if len(item.split('.')) == 2:
meti = item.partition('.')[2]
for i in range(len(self.ord)):
if self.ord[i].count(meti) != 0:
for j in range(len(self.sub)):
if (self.ord[i][1] == self.sub[j][0]) and (self.ord[i][0] == item.partition('.')[0]):
temp = self.ord[i][0]+'.'+self.ord[i][1]+'.'+self.sub[j][1]
if self.cl.getstatus(item) == 'off':
self.cl.setstatus(temp, 'off')
elif self.cl.getstatus(item) == 'on':
self.cl.setstatus(temp, 'on')
for k in range(len(ddtot)):
for l in range(len(ddtot[k])):
if ddtot[k][l][0] == temp:
ddtot[k][l][3] = self.cl.getstatus(temp)
elif len(item.split('.')) == 3:
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
if item == ddtot[i][j][0]:
ddtot[i][j][3] = self.cl.getstatus(item)

def makelist(self):
if os.path.exists('configuration.txt'):
self.cl = tix.CheckList(self.t, width=500, height=400, browsecmd=self.update2)
self.cl.grid()
f = open('configuration.txt')
conf = []
for row in f:
conf.append(row)
f.close()
for i in range(len(conf)):
if conf[i].partition(' ')[0] == 'BASE':
self.base.append([conf[i].partition(' ')[2], i, 0])
for i in range(len(self.base)-1):
self.base[i][2] = self.base[i+1][1]
self.base[-1][2] = len(conf)
for vl in self.base:
if vl[0].partition('\n')[0] == self.ty.upper():
for val in conf[vl[1]:vl[2]]:
if val.partition(' ')[0] == 'TOP':
self.top.append(val.partition(' ')[2].partition('\n')[0])
self.cl.hlist.add(self.top[-1], text=self.top[-1])
if val.partition(' ')[0] == 'ORD':
self.ord.append([self.top[-1], val.partition(' ')[2].partition('\n')[0]])
self.cl.hlist.add(self.top[-1]+'.'+self.ord[-1][1], text=self.ord[-1][1])
self.cl.setstatus(self.top[-1]+'.'+self.ord[-1][1], 'on')
if val.partition(' ')[0] == 'SUB':
self.sub.append([self.ord[-1][1],val.partition(' ')[2].partition('\n')[0]])
self.cl.hlist.add(self.ord[-1][0]+'.'+self.ord[-1][1]+'.'+self.sub[-1][1], text=self.sub[-1][1])
self.tot.append(self.ord[-1][0]+'.'+self.ord[-1][1]+'.'+self.sub[-1][1])
self.cl.autosetmode()
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
for k in range(len(self.sub)):
if self.sub[k][1] == ddtot[i][j][0]:
ddtot[i][j][0] = self.tot[k]
self.cl.setstatus(ddtot[i][j][0], ddtot[i][j][3])
elif ddtot[i][j][0] == self.tot[k]:
self.cl.setstatus(ddtot[i][j][0], ddtot[i][j][3])
else:
self.cl = tix.CheckList(self.t, width=500, height=400, browsecmd=self.update)
self.cl.grid()
self.cl.hlist.add(self.ty, text=self.ty + 's')
for i in range(len(files)):
if files[i].partition('_')[0] == self.ty:
self.top.append([files[i].partition('_')[0],files[i].partition('_')[2].partition('.')[0]])
self.cl.hlist.add(self.top[-1][0] +'.'+ self.top[-1][1], text=self.top[-1][1])
self.cl.setstatus(self.top[-1][0] +'.'+ self.top[-1][1], "on")
for j in range(len(ddtot[i])):
if ddtot[i][j][0].partition('.')[0] == self.top[-1][0]:
self.cl.hlist.add(ddtot[i][j][0], text=ddtot[i][j][0].partition('.')[2].partition('.')[2])
else:
self.sub.append(ddtot[i][j][0])
self.cl.hlist.add(self.top[-1][0] +'.'+ self.top[-1][1] + '.' + self.sub[-1], text=ddtot[i][j][0])
ddtot[i][j][0] = self.top[-1][0] +'.'+ self.top[-1][1] + '.' + self.sub[-1]
self.cl.setstatus(ddtot[i][j][0], ddtot[i][j][3])
self.cl.autosetmode()

canvas.create_window(0,0,anchor=NW,window=frame)
frame.update_idletasks()
canvas.config(scrollregion=canvas.bbox('all'))

def creatures():
states('creature')
def items():
states('item')
def reactions():
states('reaction')
def entities():
states('entity')
def inorganics():
states('inorganic')
def plants():
states('plant')

########################################################################
if os.path.exists('metatags.txt'):

def func(q):
if textvar[q].get() == txt[q] + ' Off':
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
for k in range(ddtot[i][j][1],ddtot[i][j][2]):
totdat[i][k] = totdat[i][k].replace('NO'+tag[q]+'![','NO'+tag[q]+'!!')
totdat[i][k] = totdat[i][k].replace('YES'+tag[q]+'!!','YES'+tag[q]+'![')
textvar[q].set(txt[q] + ' On')
elif textvar[q].get() == txt[q] + ' On':
for i in range(len(ddtot)):
for j in range(len(ddtot[i])):
for k in range(ddtot[i][j][1],ddtot[i][j][2]):
totdat[i][k] = totdat[i][k].replace('NO'+tag[q]+'!!','NO'+tag[q]+'![')
totdat[i][k] = totdat[i][k].replace('YES'+tag[q]+'![','YES'+tag[q]+'!!')
textvar[q].set(txt[q] + ' Off')

f = open('metatags.txt')
tags = []
txt = []
tag = []
textvar = []
b = []
z = 0
for row in f:
tags.append(row)
f.close()
for val in tags:
txt.append(val.partition('/')[2].partition('\n')[0])
tag.append(val.partition('/')[0])
textvar.append(StringVar())
textvar[z].set(txt[z] + ' On')
b.append(tix.Button(frame, textvariable=textvar[z], command=lambda z=z:func(z)))
b[z].grid()
z = z + 1

########################################################################

b1 = tix.Button(frame, text='Creatures', command=creatures)
b2 = tix.Button(frame, text='Reactions', command=reactions)
b3 = tix.Button(frame, text='Entities', command=entities)
b4 = tix.Button(frame, text='Items', command=items)
b5 = tix.Button(frame, text='Plants', command=plants)
b6 = tix.Button(frame, text='Inorganics', command=inorganics)
b7 = tix.Button(frame, text='Load', command=load)
b8 = tix.Button(frame, text='Save', command=save)
b9 = tix.Button(frame, text='Write', command=write)
b1.grid()
b2.grid()
b3.grid()
b4.grid()
b5.grid()
b6.grid()
b7.grid()
b8.grid()
b9.grid()
root.update()
root.mainloop()

I'm really sorry but I've never used python before. (Or coded anything for that matter). I'm not sure how to implement your new script. If you upload another fix with that code I'll be more than happy to bugtest it. Or if you give me specific (noob-friendly) instructions I'll be happy to try to patch your code into my (python? application? not even sure what I'm supposed to be doing  :P).
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Trunnwildcat

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6951 on: September 20, 2012, 12:20:46 pm »

This Mod should be named Artifact Dwarf Fortress. I can just imagine Meph running around picking up mods and bringing them to the modding workshop to start the construction :P
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Firehawk45

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6952 on: September 20, 2012, 12:24:55 pm »

This Mod should be named Artifact Dwarf Fortress. I can just imagine Meph running around picking up mods and bringing them to the modding workshop to start the construction :P

Fellmood, where he randomly butchers mods (and modders) to make a unholy pile of mods, only designed to drain the life and the time of every player....

 Spoiler Alert:

Spoiler (click to show/hide)
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arclance

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6953 on: September 20, 2012, 12:34:32 pm »

Quote
That is strange I don't know why it would use "charmap" encoding in Windows it should use "ISO-8859-1" by default.

Could you try using this and see if it fixes your error?

I'm really sorry but I've never used python before. (Or coded anything for that matter). I'm not sure how to implement your new script. If you upload another fix with that code I'll be more than happy to bugtest it. Or if you give me specific (noob-friendly) instructions I'll be happy to try to patch your code into my (python? application? not even sure what I'm supposed to be doing  :P).
You can download the fixed "MasterworkDF Settings.py" file here.
Just replace your old file with the one from that link and run it again.
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
The Bloodwinery v1.3.1 | Dwarven Lamination v1.5 | Tileset Resizer v2.5 - Mac Beta Tester Needed
Sigtext

Rumrusher

  • Bay Watcher
  • current project : searching...
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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6954 on: September 20, 2012, 12:52:03 pm »

This Mod should be named Artifact Dwarf Fortress. I can just imagine Meph running around picking up mods and bringing them to the modding workshop to start the construction :P

Fellmood, where he randomly butchers mods (and modders) to make a unholy pile of mods, only designed to drain the life and the time of every player....

 Spoiler Alert:

Spoiler (click to show/hide)
This artifact has hanging spikes of non-talkable animalmen with rings of non-talkable animalmen both with images of annoyed adventurers starting in towns with non-talkable animalmen, the image dates back to the time when Rumrusher switch MW for GENESIS due to NON-talkable animalmen...also horrible crashes that happen with and only with master works where he couldn't start any version of the game. Do enjoy the idea of sentries though.

So any custom adventure reaction that going to deal with the platinum fracture pieces left behind?
« Last Edit: September 20, 2012, 12:58:06 pm by Rumrusher »
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lothion

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6955 on: September 20, 2012, 09:48:14 pm »

Quote
You can download the fixed "MasterworkDF Settings.py" file here.
Just replace your old file with the one from that link and run it again.

Tried this, worked a charm :)
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Deon

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6956 on: September 21, 2012, 01:22:45 am »

Hi Meph! It's cool to see you trying to rework the mod. I am sure it will add many fresh ideas!

And I wish you not to hit a rock wall like I did with Genesis 4, hehe. You know how it pains me :).
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JosephWongKS

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6957 on: September 21, 2012, 03:42:35 am »

Hi Meph, thanks very much for your work on the mod generally and the manual for MDF2 Alpha.

I note that the manual states the Legion dwarves do not learn any labor skills, which means they lose out on the attribute gains from the usual stat-boosting labours like mining, smoothing / engraving and pump operating.  Will this make them weaker soldiers in the long run compared to non-Legion dwarves?
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Purgatory

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6958 on: September 21, 2012, 03:46:29 am »

Alpha's working fine for me but I can't find an option to switch off fullscreen (I dont like fullscreen, it screws up my pc)
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Meph

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Re: ☼MASTERWORK☼ DF2 - Alpha
« Reply #6959 on: September 21, 2012, 05:20:49 am »

Thanks deon, I wish I couzld help, but I didnt find anything in your raws, besides what I already posted in your thread. And you are to blame for this "alpha-business" here. ;)

@joseph: Not really, they still kick ass. I think currently they just have a 50% penalty to learning anything non-combaty.

@purgatory: Press F11 :)
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