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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 1839177 times)

Meph

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9165 on: February 14, 2013, 07:59:33 pm »

All the ones with modded PENETRATEPOWER to eat away more food are toggleable by the GUI. Creatures - Vermin. Thats it. I did not alter the vanilla vermin, and if you have a rat problem, than that problem is not bigger then any rat problem you could have with an unmodded game...
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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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Arumba

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9166 on: February 14, 2013, 08:14:30 pm »

I had a strange thing happen that I can't seem to find any resources on, my latest embark on a new world, built on the advanced world gen template 'Plains', all of my migrants arrived with 1000 of each stat.  They were mostly the same, and this continued for EVERY migrant, making it very difficult to have specialists.  I turned OFF the caste system, and turned OFF harder learning.  Any idea why this happened?

zach123b

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9167 on: February 14, 2013, 09:53:29 pm »

what i read, spray deleted his masterwork vermin text file which means all the vermin gets transformed into the first vermin entry in the raws iirc

i say bring the text file back and mod the vermin to drown without water or to spontaneously combust ^^
although it might be to late if u saved

could always build a separate fort and flood the first one washing the vermin out
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"IT'S WORLDGEN TIME!"
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Purgatory

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9168 on: February 15, 2013, 03:06:04 am »

Possible bug: Furniture Workshop doesn't work (it doesn't output anything).
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Baijiu

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9169 on: February 15, 2013, 05:58:25 am »

I've embarked on two locations, the first being a volcano. It was raining rock and I just thought it was a side effect of the volcano but it's raining rock now on my new non-volcanic embark. Is this a feature or something?
« Last Edit: February 15, 2013, 07:47:36 am by Baijiu »
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9170 on: February 15, 2013, 02:27:55 pm »

I've embarked on two locations, the first being a volcano. It was raining rock and I just thought it was a side effect of the volcano but it's raining rock now on my new non-volcanic embark. Is this a feature or something?

rock snow

Freshmaniscoolman

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9171 on: February 15, 2013, 02:42:46 pm »

Does anyone actually play this mod for Adv Mode?
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Torgan

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9172 on: February 15, 2013, 03:44:52 pm »

Not me.

Is there a way to stockpile superior or legendary (type not quality) weapons? I can't see an option in the weapon stockpile but a lot of names are repeated which I assume are the different versions? Just trying to stockpile my awesome gear at the top of the fortress near my barracks while all the stuff I want to improve is stockpile besides my magma forges in the depths.

Also just noticed my furnace operators are starting to churn out masterwork slag bars, will this cause unhappy thoughts when destroyed? I had a look through all their thoughts and didn't see any yet but maybe I'm only just starting to make them of that quality and I have around 400 to get rid of.
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9173 on: February 15, 2013, 04:08:03 pm »

Yep Superior and legendary are "adjectives" rather than names in the game, so they don't appear on all the stock pile list.  When it appears multi times in the list, one group all together is the Superior (_UPGRADE_ONE) , and another group - probably following immediately after - is all the Legendary (_UPGRADE_TWO).

It looks like a few of the _UPGRADE_TWO types still use the adjective "Superior" (halberds, zwiehanders, mauls, greataxe, meteorhammer) which is probably a little bug, i dunno for sure though!

Genesis92x

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9174 on: February 15, 2013, 05:04:19 pm »

I just wanted to say this mod has brought DF back to life for me :)

Very good job!!  :D
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Arumba

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9175 on: February 15, 2013, 09:32:27 pm »

For the life of me... where do bone studs fall in the stockpile categories?  I cannot find it anywhere, I'm tired of the monkeys stealing them all.  They just sit in the tanner's shop!

thistleknot

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9176 on: February 15, 2013, 09:40:39 pm »

just an fyi for you guys, splinterz latest version of dt is out.  Mass support for mods!
http://www.bay12forums.com/smf/index.php?topic=122968.msg4034523#msg4034523

halox

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9177 on: February 16, 2013, 01:39:02 am »

i'm making stone javelins [15] for javelin thrower however my hunters are not picking up ammo? .. i checked in the M-F screen and the stone javelins are showing up under allocated ammo however they're not being picked up and hunters are idling.. any advice?
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Purgatory

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9178 on: February 16, 2013, 07:25:56 am »

i'm making stone javelins [15] for javelin thrower however my hunters are not picking up ammo? .. i checked in the M-F screen and the stone javelins are showing up under allocated ammo however they're not being picked up and hunters are idling.. any advice?
I'm having the same/similar problem wood wooden tomahawks. They try to pick it up but run away and go back again to no avail (they keep doing it non-stop). Weird.
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Torgan

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Re: ☼MASTERWORK-DF☼ V.2f - Bugfix, Graphics and Kobolds (and Linux/Mac OS)
« Reply #9179 on: February 16, 2013, 07:47:42 am »

I think that's a vanilla bug. Try disabling hunting on them so they drop their gear then enable it again.

I sent an expedition out and they returned with a deep bronze shield of Armok. Is that better than a tower shield? I think I found the entries in the raws but I'm not sure what the armour level actually means and the wiki doesn't explain.

Spoiler (click to show/hide)
Oh nevermind, opened hell on the second level of adamantine. :<
« Last Edit: February 16, 2013, 10:58:25 am by Torgan »
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