Hi, first of all thanks for MW DF, the UI makes configuring life way easier.
Colors are a bit screwed, what can I do here?
Tileset is Ironhand and MASTERWORK COLOR is turned on. But as you see, there's brown AND black backgrounds in text areas. Can this be changed?
TIA
Michael
The phobous tileset allows you to use it's included tweak program to fix that problem. With Ironhand it will require some hand tweaking. Look for df/data/init/colors.txt
This will let you tweak the background to match the text background. You can also toggle on/off truetype fonts, or edit the tileset file by hand in a graphics editor to have it's colors better match.
@ Meph
You should start a wiki and encourage fans to add stuff to it or something (Yes I know there's one already, but it doesn't really say much more than the manual). It's a really great mod and all but the built in manual doesn't really give much information about the "inside" and it's kinda tedious to ask every little question you have on the forums and then wait a couple of hours for an answer. Not saying that you have to do it now, but just saying you should consider it, it would really help a lot
This^^^
The next version will have a better manual (so says meph) but don't hold your breath on the wiki. It always sounds like a good idea but lags behind the game and always ends up wrong and out of date. Meph has tried it a few times in the past with poor results, and currently has little interest in trying again.
I've got things working, but there's another questions in line ))
- how to use python configurator? there's no new buildings in game, no premade embark profiles, and no graphics tileset. I prefer ironhand, but phoebus is a good deal too - how can I add all those stuff?
New buildings are unfinished, premade embark profiles nonexistant, tileset changing does is unfinished, so tilesets are not included yet. If you want all that stuff you will need to go back to 1.9.5, the alpha is unfinished.
Downloaded Masterwork and I have to say that I love it. There's so much content in it that it feels like I'm playing a different game altogether.
Just wanted to ask, are mages that get their power from slabs still a work in progress? They seem buggy in that that they are attacked by their own minions. (For example infernomancers being attacked by flaming zombie corpses.) Also, corpses raised as a warlock with necromancy in adventure mode are aggressive towards you.
OK, I think I figured it out. In the raws for boiling leather you see this line. If I understand it, it says there is a 90% chance that the reaction will create a misc liquid that matches reagent "B". Unfortunately there isn't a reagent named "B". Change the "B" to "oil" and it seems to work.
[PRODUCT:90:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE][PRODUCT_TO_CONTAINER:oil container]
YESDUST[PRODUCT:20:1:BOULDER:NONE:INORGANIC:STENCH][PRODUCT_DIMENSION:150]
For some reason, none of the mod's features are working for me, except for the fact that ore smelts into coarse iron. Seeing as I can't build a Crucible, this is not very helpful. I was able to get everything to work in the past, and I have all the options set to YES in the options, but still no stuff. But still, this is a great mod. It menaces with spikes of win and is decorated with oval epic cabochons.
@ above three. Which version are you using? The alpha of the next version is written from the ground up from scratch, and therefore does not share the same code base. They are completely separate and we need to know which you are using to help!