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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 1855743 times)

Wolfy

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7845 on: December 27, 2012, 11:44:02 pm »

It's luck, I've had some where in the teens of worlds where there where no humans.
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Fairin

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7846 on: December 28, 2012, 01:37:26 am »

glass forge =D thank you meph i butchered my raws trying to teach myself how to make exactly this..

could the slag pit also produce fertalizer? that'd be awesome i hardly bother to use Fertalizer anyway since lye is -so irritateing-

i'd like to replace a danger room with the colleseum , heavilly one sided fights not entirely out of the question, summon some captured gobbo slaves vs my dwarves in full steel and training weapons...  sounds legit...

what is the material cost to summon said things? gems? logs? gemed logs that are on fire?

now all we need is a playable feline draconic race...<3
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Wrex

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7847 on: December 28, 2012, 03:46:03 am »

I wouldn't make danger rooms impossible to build- they are handy for building science forts, and various science related paraphealia.

I can offer more concrete feedback later. Perhaps specific poisons would be avalible from the drow as a sort of racial thing you could buy?


I also think a sort of "Termination" workshop, that dispenses poisonous mist could be handy. For science, of course. Could be a pain to get working, but eh.
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Flare

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7848 on: December 28, 2012, 04:13:09 am »

Is the expedition thing influenced at all by the combat skills of the dwarf that participates?

Edit: Found the magma sea, built a magma forge, what do I do to see the fill magma bottle command?
« Last Edit: December 28, 2012, 04:34:10 am by Flare »
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Meph

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7849 on: December 28, 2012, 04:47:00 am »

@misiekm: Try the adv. world gens, and you will have elves. It is just the normal worldgen cant handle all the additions sometimes.

@wrex: But wrex, dangerrooms can be built... just the usage requires a little bit more armor. And someone teaching dwarves what a throat/neckguard is. Poisons are mostly creature extracts, and the GCS venom is practically as good as it gets, and you might get that at embark O_o Giving the drows poison would fit well though. :) And how should the poison-gas workshop work? The dwarf using it would get poisoned, and civilians would never activate it with enemies nearby...

@flare: No, the expedition thing is based on percentages in the raws.. cant influence it by skill. Magma bottle is in all magma furnaces. The forge is a workshop ;) (I cant add it to it, otherwise I would have done so)

@fairin: Glass forge currently makes all weapons and armor. I didnt bother with furniture, because you can make all of it in the vanilla version... if I am wrong, and some items are missing, please do tell. It is a rather long list of reactions though, because of 3 sets (clear, green, crystal) and I even run out of hotkeys, after using all available ones...  slag pit would produce potash, not directly fertilizer, still needs lye. Collosseum would summon elementalmen from the fitting inorganic mat, so a gabbro boulder would either summon a gabbroman or a stoneman (havent decided yet if it will be specific names or by material) and I havent done anything on the more complex materials. Possibly buying special tradegoods from elves and drow... This is a golden "monster cage (ash demon)"...  or something you can preserve as a reagent, "summoning crystal" and some base materials to it. we'll see. Suggestions welcome :P
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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 :::
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Flare

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7850 on: December 28, 2012, 04:57:47 am »

As sorry, I meant the magma smelter. All the other reactions are there like scrapwood and meteorite, but no magma bottle.
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Wrex

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7851 on: December 28, 2012, 05:11:03 am »

I meant in terms of not removing danger rooms, silly me.



A gasing station would be purely for dwarf disposal for those with an uncommon hatred of the dwarves in question. Not very practical, but it could be fun.


It could be a bit difficult to get creature extracts without buying them form caravans, and I'm not sure if a barrel of toxin is consumed, since I haven't been able to play around with the feature yet. Being able to distill some toxins ( The shadowleaf kind probably works just fine) should help.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7852 on: December 28, 2012, 05:25:58 am »

@wrex: Then I dont know what you mean about the dangerrooms. Anyway, the gasing station (hey, I am german, you know that? :P ) would be completely useless. there are more fun ways to kill nobles (which might not do labor and wont use the workshop) and I already have the sacrifice-dwarf reaction in the temple/altar...

You can make poisons, bitterroot, shadowleaf, and one from the third cavern... just extract from plants ;) Creature extracts can only be bought... I plan on adding inorganic acids as well, to coat weapons with it. That way you can buy, mine or farm your poison.

@flare: the game is trying to be cleverer then me... and again, succeeds... Ah... I cannot add reactions to the magma smelter or magma kiln, nope... only to the smelter and kiln, and those would automatically be ported to the magma versions, just without the fuelcost. Which makes no sense in regard to magma bottles.

@all: And another bug found and fixed: Building ID is CRUCIBLE_MAGMA... Reactions for it are linked to building ID: MAGMA_CRUCIBLE. -.- Ups... that means the current magma crucible is empty and has no reactions in it... argh... guess I do need more sleep.
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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 :::

Flare

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7853 on: December 28, 2012, 06:09:54 am »

@flare: the game is trying to be cleverer then me... and again, succeeds... Ah... I cannot add reactions to the magma smelter or magma kiln, nope... only to the smelter and kiln, and those would automatically be ported to the magma versions, just without the fuelcost. Which makes no sense in regard to magma bottles.

Yeah, this happened in the beta version before 2.0 too. I jury-rigged it by having the great magma forge produce slade and using that in place of the magma bottles. Having to carry that heavy stuff up several z-levels was pretty excruciating though.
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Deon

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7854 on: December 28, 2012, 06:56:55 am »

Sorry that it took a while, I was mostly working and I could not access my private messages from my phone (some forum bug), I am perfectly fine with you using shadowleaf and the like and expanding on it. Good luck, I wish to see more (and those new expeditions sound like a cool mechanic, I always used orcish drydock when I've been playing your mod).
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mensrea

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7855 on: December 28, 2012, 09:16:32 am »

Meph: is there anyway you can include coins in the new expedition system? Since its impossible to send out dwarves maybe an appropriate amount of money would be used to pay adventurers/merchants/mercs to go out in the wider world and do their thing. Would fit with the flavor and give an actual use to the almost totally worthless coin minting system.
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Carp McDwarfEater

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7856 on: December 28, 2012, 10:57:08 am »

I like the idea of workshop that makes poisonous gas to kill goblins, but I see the issue. Not sure if this is possible, but maybe you could start it up remotely using a lever?
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Nevets_

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7857 on: December 28, 2012, 02:43:14 pm »

I like the idea of workshop that makes poisonous gas to kill goblins, but I see the issue. Not sure if this is possible, but maybe you could start it up remotely using a lever?

I know creatures in cages aren't affected by hunger, temperature, etc., but what about items?  Would it be possible to use a workshop to create one of those instant-boiling stones inside a cage, then build that cage and connect it to a lever?

You flip the lever, the cage opens and the items inside it are exposed to the elements, causing the poison rock inside to boil and turn into poison gas.
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Molay

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7858 on: December 28, 2012, 02:53:58 pm »

Hello!

First, great mod. I'm really enjoying it so far, I love the redundancy in options you have.
And most of all, I love wicker.
I don't know why, it might just be the sound of the word. Or the color. Or the smell.
Or the fact you grow it rather easily. Or maybe... Anyways, I like it.

Yet, it drives me insane...

- My stone stockpile that only allowed wicker doesn't actually have any wicker in it. All the wicker gets carried to my "this stockpile accepts everything I have no dedicated stockpile for"-stockpile.
   How do I get my wicker in a particular stockpile?
- Making wicker out of Cave Wheat is working fine. However, I never got wicker made out of quarry bushes. The job just never seems to get started, despite being queued up for about 2 years now in my spare thatchery and having an idle "thatcher" around.
   Is making wicker out of Quarry Bushes bugged?
- In the Thatchery Guide (the image), it says Woodcrafter is the required labor. However, my woodcrafter never used it. After fiddling around a bit, I noticed the actual job is "Plant Processing", which makes sort of sense, too. Though I liked woodcrafter more, as this labor seems particularly useless to me. Who needs wood anyways.
   Might want to change the image accordingly - or the labor requirement, to match the image (Guide) and my feelings of the woodcrafter being useless.

That's about it, as far as the wicker goes. Other stuff I still have to mess around with a bit more.
I'd be grateful for any advice on my wicker problems. It really bugs me that my stockpile doesn't work. And that my quarry bushes don't get processed.

Molay

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Meph

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Re: ☼MASTERWORK-DF☼ V.2b - UPDATE and POLL
« Reply #7859 on: December 28, 2012, 05:28:45 pm »

@molay: quarry bushes should work, I looked (edit:lol, not locked) in the raws, didnt see anything wrong... but I might test it in fort mode.

The wicker is made of this material:
Code: [Select]
// used in thatchery for blocks, stockpiled under stone
[INORGANIC:WICKER]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:][DISPLAY_COLOR:6:0:1][TILE:176]
[MATERIAL_VALUE:2]
[STATE_NAME:ALL_SOLID:wicker]
       [STATE_ADJ:ALL_SOLID:wicker]
       [STATE_NAME:LIQUID:wicker]
       [STATE_ADJ:LIQUID:wicker]
[SOLID_DENSITY:100]
[IS_STONE]

The wicker bales are tools, made of an inorganic mat using the stone template and has the is_stone tag. So the wicker bales should be stockpiled with all the other stone tools. Wicker blocks should go into any block stockpile... wicker furniture into an furniture stockpile. I will definetly test this later and tell you what happened.

Manual is in the works, building guides are done with then...

@deon: Thank you :) I will let you know if I do any update on expeditions or poison coating. :)

@nevets: Items cant go in cages, but you could just put landmines in it. If you release them with the enemy nearby, it will cause an explosion. And they wont attack the cage, so that is exactly what you want :) More or less, only works with enemies nearby, but why would you release poisonous gas without a target anyway.

@carp mcdwarfeater: levers and workshops cant be connected.

@mensrea: Possibly. I have a working system, but I honestly dont like it all that much. I can improve it a lot, so I will. Coins could be used. Also reminds me of a merchant workshop, casino or bank...
« Last Edit: December 28, 2012, 05:40:49 pm by Meph »
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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 :::
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