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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 1857109 times)

Bloax

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8280 on: January 08, 2013, 09:51:21 am »

Oh, and is there any reason that kobolds can't have whips?
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oh_no

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8281 on: January 08, 2013, 10:56:55 am »

Some minor errors that pop up if using modes !NOWARP! and !NOMONSTER!
V.2c

Spoiler (click to show/hide)

Nevets_

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8282 on: January 08, 2013, 11:04:57 am »

Meph,

Could you make slag into a stackable item like bones or food?  If each smelting reaction produced Steel Bar x 4 and Slag [4], you could clutter up the workshops without generating a million hauling jobs.  No idea on how this would work with the concrete reaction, though.  And I'm still playing v2.c, so this might have already been changed, but the slag pit requires furnace operating labor?  Shouldn't it use something universal like stone hauling?
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firons2

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8283 on: January 08, 2013, 02:39:58 pm »

Whoa one of my guyses has 1041 happiness. W.H.O.A.

And those 1000 buggers add a new level of hate everything and rangers attack!
« Last Edit: January 08, 2013, 03:10:59 pm by firons2 »
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Fairin

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8284 on: January 08, 2013, 03:18:14 pm »

having a weird ammount of fun in my continued kobold camp, dug down into some rubble (feature? =D ) to set up some smoothed / engraved rooms for my warchief / tribe leader and suddenly got a few "starved to death" notices

of course i immidately checked "where" - in my dining room, next step. check stocks 400+ prepared meals

i dont use burrows.

checked whats in each meal.. tallow , plump helmets. berries that sort of thing.. my whole fortress is starving to death. and theres plenty of food right there... im even "making" more food none of it is being eaten..  (did not spy any "meat" in my foods, kobolds can eat like dwarves right?)

/clueless

on a fun note. one of my kobolds came with a concubine who started with the fisher skill. i cannot change her labor. and she wont haul anything. but man she sits at my well and fishes like its going out of style... (which accounts for the 250+ raw fish im about to cook to try to save my poor little kobolds...)

i ran with dark dwarves and elves. they trade with me - tons of mithril for my meleebolds. and freaking yay plump helmets ftw
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8285 on: January 08, 2013, 03:30:32 pm »

Looks like they're strict carnivores, implied by the [BONECARN] token.

* disclaimer: never played Kobold camp

Bloax

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8286 on: January 08, 2013, 03:43:00 pm »

I tried eating a strawberry as an adventurer and all it did was making me lick it.

So yeah, kobolds are carnivores. Which is kind of HardMode.
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oh_no

JodGap

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8287 on: January 08, 2013, 04:10:02 pm »

Meph can we get a flowchart about how "Enabled / Disabled" mod options interact with eachother?

Example:

"Temple of Armok" needs "Spawn Location" to span a "Colossus"

It would be really silly if i, as an ignorant user enable the Temple of Armok and disable the Spawn Location for error...

They may / should be linked and be Enabled / Disabled together?

What do you think?

---

Mis Features > Grazing
- Does not show ON / OFF

Workshops > Researchers Study
- Does not show ON (Not enought space, needs shorter name?)
« Last Edit: January 08, 2013, 04:23:26 pm by JodGap »
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8288 on: January 08, 2013, 04:21:59 pm »

I don't think there are *too* many dependencies like that that the user can break.  Pretty sure you cannot disable the spawn location, for example.

p.s.
looks like a typo, no M in "CUSTOM" on reaction_masterwork.txt(7973)
v.2d

reaction_masterwork.txt(7973): [BUILDING:DEPLOY:CUSTO_SHIFT_W]
reaction_masterwork.txt(7988): [BUILDING:DEPLOY:CUSTOM_SHIFT_M]
reaction_masterwork.txt(8006): [BUILDING:DEPLOY:CUSTOM_C]
reaction_masterwork.txt(8012): [BUILDING:DEPLOY:CUSTOM_B]
« Last Edit: January 08, 2013, 04:25:57 pm by smakemupagus »
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JodGap

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8289 on: January 08, 2013, 04:26:31 pm »

I don't think there are *too* many dependencies like that that the user can break.  Pretty sure you cannot disable the spawn location, for example.

I can enable the Scriptorium but disable the Training System, resulting the first in being half useless.
They should be enabled / disabled together.

The spawn locator was a cheap example, i hope you understand my point now
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8290 on: January 08, 2013, 04:28:31 pm »

Yes I understood your point, and my point was that there are not too many :)

A Dwarf

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8291 on: January 08, 2013, 04:29:12 pm »

Had about 3 silk moth colonies at game start, built hives on all of them and additional 4 hives. Now ALL of my hives are filled with honeybees... not sure what happened.
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JodGap

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8292 on: January 08, 2013, 04:38:18 pm »

Yes I understood your point, and my point was that there are not too many :)

You're probably right, sometimes I'm a perfectionist absurd
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CaptainArchmage

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8293 on: January 08, 2013, 05:10:11 pm »

With regards to chemistry and alchemy, I think there should be both realistic reactions and magical ones.

The poll didn't allow for that specific answer.
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Given current events, I've altered my profile pic and I'm sorry it took so long to fix. If you find the old one on any of my accounts elsewhere on the internet, let me know by message (along with the specific site) and I'll fix. Can't link the revised avatar for some reason.

Meph

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Re: ☼MASTERWORK-DF☼ V.2d - Alchemy/Chemistry Poll
« Reply #8294 on: January 08, 2013, 05:31:42 pm »

@fairin: Kobolds are bonecarn and need at least one meat-item in each prepared meal. Read the readme ^^

@A Dwarf: You probably harvested all silk moth hives, destroying them in the process, killing off all silk moths on the map, then the beekeeper had empty hives and started looking for replacement, found bees.

@JodGap: Check the manual, in Settings:Buildings is a list of all interconnections.

@smakemupagus: Yeah, Maybe one day I get to fixing all the errorlogs from disabled features... who knows ^^

@nevets: I will try with stacks. Not sure what I could use except ammo though.
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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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