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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 1856913 times)

Bloax

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8235 on: January 07, 2013, 04:39:39 am »

I'd personally like it if they could still raid the circus, for one. :P
How long it would take to dig down that far matters exactly none.
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oh_no

Dwarf_Eater

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8236 on: January 07, 2013, 04:49:16 am »

Yeah, I don't know if that was intentionall, but getting slag bars from copper ammocasting seems OP
Especially, when a good smith make this slag 'tool' better quality, so it has value over 1500

Just bought whole caravan with slag <3
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somebears

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8237 on: January 07, 2013, 06:26:03 am »

this comes a bit late, but:
Linux version update!!!!

THANK YOU!!!

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firons2

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8238 on: January 07, 2013, 10:06:46 am »

Are the cocoons auto harvest or do i need jugs for the silk?

And are the workflow settings like general for all workshops or a single one?
« Last Edit: January 07, 2013, 01:32:25 pm by firons2 »
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JodGap

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8239 on: January 07, 2013, 12:24:33 pm »

Meph, would you like if i share the new "not finished yet" manual so people can give me some feedback?
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Labraid

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8240 on: January 07, 2013, 01:29:27 pm »

I also seem to be having problems with silk moths keeping.

Built two hives outside, my beekeeper took two wild hives and moved them, moths are now flying around my hives but I'm getting no produce and it's like that for almost a year now.
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firons2

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8241 on: January 07, 2013, 01:32:59 pm »

I also seem to be having problems with silk moths keeping.

Built two hives outside, my beekeeper took two wild hives and moved them, moths are now flying around my hives but I'm getting no produce and it's like that for almost a year now.

Did you harvest it? You need jugs.
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Labraid

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8242 on: January 07, 2013, 01:49:49 pm »

I also seem to be having problems with silk moths keeping.

Built two hives outside, my beekeeper took two wild hives and moved them, moths are now flying around my hives but I'm getting no produce and it's like that for almost a year now.

Did you harvest it? You need jugs.

I do have stone jugs and my beekeeper is idle quite often. I might be missing something trivial, will look at it again later when I have more free time.
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firons2

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8243 on: January 07, 2013, 01:54:38 pm »

I also seem to be having problems with silk moths keeping.

Built two hives outside, my beekeeper took two wild hives and moved them, moths are now flying around my hives but I'm getting no produce and it's like that for almost a year now.

Did you harvest it? You need jugs.


I do have stone jugs and my beekeeper is idle quite often. I might be missing something trivial, will look at it again later when I have more free time.

Set it to harvest?
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Miko19

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8244 on: January 07, 2013, 02:16:40 pm »

Heh, you used my friend's RPG character's avatar for the kobold in that picture.
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BigD145

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8245 on: January 07, 2013, 03:48:32 pm »

Heh, you used my friend's RPG character's avatar for the kobold in that picture.

It's a fairly common cutebold image.
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2d - Instant Update for smake :P
« Reply #8246 on: January 07, 2013, 03:50:34 pm »

no way to deal with slag in kobold camps besides haul it off to make walls 1 square at a time.
has a few buildings in his as well for stats >:)

Uh-oh.  I bet the poor orcs are choking on slag too at the moment. 

oh the kobolds have a training building for various skills... wouldnt mind a port for masterwork =) - deon has a few buildings in his as well for stats >:)

Orcs have a version too quite inspired by Deons (although my version consumes materials such as wooden training swords and etc., I think Deon's original reactions were "free").  Meph already decides against this, since it's redundant with his library system.  Point is .. since the reactions are in the code base You could add the Kobolds or Orcs version to your local Dwarves Masterwork just by copying a few lines from one entity file to the other.  Search "TRAINING" in the entity_orcfort_taigaorc.txt
« Last Edit: January 07, 2013, 04:26:44 pm by smakemupagus »
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D1g1talDragon

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8247 on: January 07, 2013, 04:11:40 pm »

Looking forward to the Linux update!

And while I'm posting and on the topic, I noticed the macros included in the Linux version aren't properly formatted and will not load/crash the game when run. Fixed with:

sed -i -e 's/\r$//' ./[insert macro file here]

...and now they run fine for me. The only one I really needed was the uniform setup, but I thought I'd share anyway. Same issue with the shell script to launch SoundSense.
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arclance

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8248 on: January 07, 2013, 04:47:40 pm »

Looking forward to the Linux update!

And while I'm posting and on the topic, I noticed the macros included in the Linux version aren't properly formatted and will not load/crash the game when run. Fixed with:

sed -i -e 's/\r$//' ./[insert macro file here]

...and now they run fine for me. The only one I really needed was the uniform setup, but I thought I'd share anyway. Same issue with the shell script to launch SoundSense.
It is coming soon, by the end of today I just uploaded it to Meph.
I had to wait for a dfhack plugin to compile on Linux again to make the update.

Unless you mention a specific script by path and name no changes can be made since I don't know what is giving you problems.
I don't really know what you mean by "macro" either, I will guess by your mention of soundsense that you mean scripts to start Dwarf Fortress or other utilities.
You also need to explain what the problem was and what your fix does before I will consider making any changes.

The soundsense script is terrible to begin with since it has DOS line endings.
The soundsense setup page linked in the manual details how to fix that.
Direct any complaints about that script to the soundsense thread as instructed in the manual.
Quote
Please go to the soundsense thread for help if you have problems with soundsense.
« Last Edit: January 07, 2013, 05:13:51 pm 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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slay_mithos

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8249 on: January 07, 2013, 04:50:59 pm »

while trying out the launcher, I came upon some strange things:

* "Workshops": Research study doesn't have "yes" but have a "no" in the display.

* "Misc Features": Grazing, no idea when it is YES or NO, a little misleading. Also clicking the button doesn't seem to change anything to the Donkey that I took as an example to check.

That's not much, but it never hurt to try to achieve perfection, right?
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For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
DFHack tips and tricks for your everyday tasks
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