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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 1838991 times)

Mictlantecuhtli

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #8925 on: February 02, 2013, 09:15:31 pm »

Any chance this mod changed anything related to migration waves? I am used to get 20-60 migration waves in late game and here I got 6 in 4 years... its as if I have population cap of 20 and atm 4 of them are children... I am considering concubines as last resort, but it will take a lot of time.

Zero chance. Mods can't change anything related to migration waves.

It's actually happened to me a few times recently. I can't pinpoint the cause of it. I've deleted the (3 in .2f) worlds with the issue so far, but I'll keep the saves around in the future to show. I've capped out at around 20 as well multiple times [with mullti-millions of Dwarfbucks produced], it's very random. Only in Dwarf Fortresses too, never happens in Orc/Kobold. It might have something to do with settings?

Note: Smake, with the worlds I've encountered the issue, changing my Dwarf Civ resulted in the same cap being reached in about two migrations [about 6-7 a piece]. Trade comes bursting down my door like clockwork, just no migrants arrive.
« Last Edit: February 02, 2013, 09:17:12 pm by Mictlantecuhtli »
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b22

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #8926 on: February 02, 2013, 09:27:21 pm »

Is there anything I can do like changing some setting? dfhack script? abandon/reclaim?

Sometimes your civilization is dead.  Do you see anything unusual if you check them out on the 'c' menu ("this land has no important leaders," for example)?  If you didn't steal the caravan blind or get all your migrants killed, it's possibly that.  You can tough it out, or abandon and see if you can re-claim as a more thriving civilization.
only the Antmen. My civilization has a queen, a general and 10 lords/ladies.
« Last Edit: February 02, 2013, 09:28:52 pm by b22 »
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #8927 on: February 02, 2013, 09:29:17 pm »

Is there anything I can do like changing some setting? dfhack script? abandon/reclaim?

Yeppers, DFHack script

Code: [Select]
-- Forces an event.
--Function codes all based on Quietust's code.


local EventType = ...


if EventType == "caravan" or EventType == "diplomat" or EventType == "siege" or EventType == "migrants" then
if dfhack.gui.getSelectedUnit().civ_id==nil then
qerror('Caravan, diplomat, migrants and siege require a civ unit to be highlighted.')
end
end

--code may be kind of bad below :V Putnam ain't experienced in lua...
if EventType ~= "caravan" and EventType ~= "migrants" and EventType ~= "diplomat" and EventType ~= "megabeast" and EventType ~= "curiousbeast" and EventType ~= "mischievousbeast" and EventType ~= "mischeviousbeast" and EventType ~= "flier" and EventType ~= "siege" and EventType ~= "nightcreature" then
qerror('Invalid argument. Valid arguments are caravan, migrants, diplomat, megabeast, curiousbeast, mischievousbeast, flier, siege and nightcreature.')
end

function force_megabeast()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.Megabeast, season = df.global.cur_season, season_ticks = df.global.cur_season_tick } )
end

function force_migrants()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.Migrants, season = df.global.cur_season, season_ticks = df.global.cur_season_tick, entity = df.historical_entity.find(dfhack.gui.getSelectedUnit().civ_id) } )
end

function force_caravan()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.Caravan, season = df.global.cur_season, season_ticks = df.global.cur_season_tick, entity = df.historical_entity.find(dfhack.gui.getSelectedUnit().civ_id) } )
end

function force_diplomat()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.Diplomat, season = df.global.cur_season, season_ticks = df.global.cur_season_tick, entity = df.historical_entity.find(dfhack.gui.getSelectedUnit().civ_id) } )
end

function force_curious()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.WildlifeCurious, season = df.global.cur_season, season_ticks = df.global.cur_season_tick } )
end

function force_mischievous()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.WildlifeMichievous, season = df.global.cur_season, season_ticks = df.global.cur_season_tick } )
end

function force_flier()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.WildlifeFlier, season = df.global.cur_season, season_ticks = df.global.cur_season_tick } )
end

function force_siege()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.CivAttack, season = df.global.cur_season, season_ticks = df.global.cur_season_tick, entity = df.historical_entity.find(dfhack.gui.getSelectedUnit().civ_id) } )
end

function force_nightcreature()
df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.NightCreature, season = df.global.cur_season, season_ticks = df.global.cur_season_tick } )
end

--this code may be bad too :V

if EventType=="caravan" then force_caravan()
elseif EventType=="migrants" then force_migrants()
elseif EventType=="diplomat" then force_diplomat()
elseif EventType=="megabeast" then force_megabeast()
elseif EventType=="curiousbeast" then force_curious()
elseif EventType=="mischievousbeast" or EventType=="mischeviousbeast" then force_mischievous()
elseif EventType=="flier" then force_flier()
elseif EventType=="siege" then force_siege()
elseif EventType=="nightcreature" then force_nightcreature()
end

Puddingkuchen

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #8928 on: February 02, 2013, 10:08:46 pm »

creature_masterwork.txt
Code: [Select]
[creature:Drow]
...
[PROFESSION_NAME:LASHER:claivemaster:claivemasters]
Does sound wrong when they use Blade-Whips

and

creature_standard.txt
Code: [Select]
YESCASTE[SELECT_CASTE:LEGION_MALE]
...
YESCASTE[CASTE_PROFESSION_NAME:LASHER:halberdier(*):halberdiers(*)]
Legion dwarfs still use the wrong title.
Phoebus graphics

also Metal-/Rockwraiths sometimes spawn in my refuse pile when a new one gets created somewhere else.
« Last Edit: February 02, 2013, 10:11:34 pm by Puddingkuchen »
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b22

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #8929 on: February 02, 2013, 10:24:20 pm »

Yeppers, DFHack script
I copy/pasted the code into the script folder, but when I run it I by its file name, I keep getting syntax error unexpected tIdentifer. I have never added the df scripts before, so what did I do wrong? meanwhile I tried running the 'fix/population-cap' maybe it will work.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #8930 on: February 02, 2013, 10:25:03 pm »

Still reading and noting everything down, waiting for dfhack r3 and more time in RL. Currently doing my motorbike license.
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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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Dark Archon

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #8931 on: February 03, 2013, 12:10:08 am »

I don't mean to criticise, but...
[ENTITY:FROST_GIANT]
...
[BIOME_SUPPORT:ALL_MAIN:1]

 :o

Maybe I don't understand something, but isn't the frost giants supposed to live in tundra?
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FengYun

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #8932 on: February 03, 2013, 04:30:36 am »

Could somebody please tell me, how to fix batch steel reaction in the Crucible myself?
It's in raw/objects/reaction_masterwork.txt, reaction [NAME:efficiently make steel bars(3)]:

Spoiler (click to show/hide)

Apparently, we need to add line like [BUILDING:CRUCIBLE:CUSTOM_S][BUILDING:MAGMA_CRUCIBLE:CUSTOM_S].
I'm just not sure, whether CUSTOM_S will work in this case or shall it be CUSTOM_X or something. And if something else in this reaction is broken or not.
I am going to do some testing now, because just adding CUSTOM_S line seems way too simple.

Spoiler (click to show/hide)
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #8933 on: February 03, 2013, 04:34:33 am »

It's not the CUSTOM_S that does it (that just sets the hotkey), but you have the right idea.

Nice Save

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #8934 on: February 03, 2013, 06:28:27 am »

Well it all came crashing down. The white tigermen came back with more dragons and plaguebearers this time. My entire army was outside fighting mantis men (figured it would skill them up faster than training in a barracks) when they arrived, and bravely/foolishly charged into battle. The gates were left open as the futility of further struggle was evident.

In other !!Fun!! news, I had a five tile wide entrance for merchants (using raised bridges up to the edges of the map) and a siege of beak dogs materialized in that exact spot. Not one of the 20 or so of them was outside it. I was able to fight them off but that's about when I realized Masterwork was just toying with me. Only once in vanilla did goblins ever spawn inside that gap and it was like two of them our of of siege of like 60.

I'm sure I'll eventually get better at this. :D

Sieges will only appear in a place where there is an unobstructed path to a dwarf, if there is such a place along the map edge. So if your fort was blocked off from the map except for that one spot, then that one spot is where all sieges will arrive.

Mikesullivan

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #8935 on: February 03, 2013, 08:11:33 am »

Hi, this is my first post on this forum. Im just a neeewbie player of dwarf fortress (barely 3-4 months playing) and im having huge problems with this mod.

After 5-6 years im getting a huge reduction on my fps , even cleaning everything, dumping everything etc. And i just want to ask:

Whats the better configuration on Masterwork ui for graphic caps? And for processor speed? (Counting that when im playing DF im only using DF, therapist , soundsense and the wiki).

Getting of the weather and the temperature will spoil my game on normal and wild byomes, or it will only really changes on haunted, evil and terryfing?

Thank you very much for the answer.

pd: If you want to know, im playing on a i7-2630qm and on the other one a intel core 2 duo t7500 2.20ghz. On this second one after 4-5 years im with about 20-30 fps only :S.
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psychomantits

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #8936 on: February 03, 2013, 08:23:04 am »

Even without temperature and weather your dwarves will find more than enough ways to kill themselves and the fps boost after turning those off is pretty noticeable.
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Mictlantecuhtli

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #8937 on: February 03, 2013, 08:30:09 am »

Temperature is required in MW for most things to work properly. Lots of 'boiling' reactants that require temperature on to work. Such as healing, transformations [magic], 'smoke' effects from furnaces, etc. It's pretty necessary, unfortunately. Weather, not so much.

But, Mike, the main root of your problem could be a group of underground inhabitants. Sometimes
Spoiler (click to show/hide)
Especially noticable once your fort starts going, with lots animals, units, visitors, ambushers always pathing around outside your fort.

Setting GFPS to 15 and FPS cap to 200 is usually what I do. I find the game runs usually at 200 for me, then stabilizes around 80-100 after getting the fort running in reality. I use 4x4 embarks, too. That can have a huge, huge impact on your FPS.
« Last Edit: February 03, 2013, 08:32:56 am by Mictlantecuhtli »
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Santorum leaves a bad taste in my mouth,
Card-carrying Liberaltarian

Mikesullivan

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #8938 on: February 03, 2013, 08:53:34 am »

Thank you very much.

And any ideas about processor priority?
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westamastaflash

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #8939 on: February 03, 2013, 09:01:26 am »

I tend to always mod my raws to make all the male and female animals have their own distinct names. "Male Cave Tortise" and "Female Cave Tortise" for example. This makes it much easier to assign the males to cages and the females to pastures on top of nest boxes for breeding purposes. Would it be possible to have an option for this in the mod?
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