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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 1860592 times)

Moridin920

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10185 on: March 22, 2013, 03:17:43 am »

Just downloaded the latest version (2h), and it seems like my Temple of Armok is bugged?

Before, I'd ask for help and a dwarf would turn into an Armok's Ward. Now, when the reaction is finished the temple just deconstructs itself. The totems used to build it disappear, but the stone blocks remain.

I've tried it four times now, and every time the exact same thing has happened. I butcher animals, make totems, build the temple, do the reaction, it explodes/deconstructs, repeat. The totems magically vanishing is probably the most annoying part.
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10186 on: March 22, 2013, 05:03:47 am »

@Nokao:
I've got Blood of Armok on my embark. Make sure you used "prospect all". It may be that you just have an embark that doesn't have any. I've had that happen as well. <edit> nvm that you may not be using prospect all. If you see 200+ tears, then its just a bad embark, if bloods are important to you.</edit>

Well I just discovered that I don't have any, and because this is a very important fortress for me and I have magma 112 levels down from surface I really need Blood of Armok to complete my "flow surface with magma on sieges" project.

I'm using MW DF 2f, so I have dfhack 2. I'm trying now to update only dfhack to 3 to use the create-item trick.
Can someone tell me the code for blood of armok ?

I want to finish this before starting once again.

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10187 on: March 22, 2013, 05:10:58 am »

@nokao: How did you get the idea that blood of armok would be on every map? Its just like any other gem... you dont always have everything. Why not build a 112 lvl track and use magmatankers?

@moridin: Yep, understood. Its all the boiling rock buildings, the non-magma safe parts evaporate atm. I know of the problem and can fix it.

@Hiroaki0112: Autohotkey is not included since 9 versions, because the dfhack mouse feature replaces most of them. I guess some hotkeys, for trading and such, could have been kept, but the mouse support and the mouse.exe overlap. V2g is not online anymore, its V2h now. Why would you want the older version?

@wil0chimp: yes, they carry over to adv mode. you can even enchant them yourself, using advfort plugin.

@Arumba: Falconne is working on it, nothing I can do about dfhack plugins myself, short of removing them.


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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 :::

Maklak

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10188 on: March 22, 2013, 06:24:57 am »

Your Linux version still uses a very outdated Dwarf Therapist. I reported this before. It is even stranger, considering that some of your past version for Linux had 19.3 Splinterz version.
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
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Wilm0chimp

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10189 on: March 22, 2013, 06:38:49 am »



@wilm0chimp: yes, they carry over to adv mode. you can even enchant them yourself, using advfort plugin.




Nice!

This mod has tons of great features for a potential super soldier program, like the dwarven day care idea for vanilla. You can use concubines for selective breeding (if they produce children that get inheritable traits), stick the children in a dwarven day care facility to emotionally traumatize them and train their dodge, burn the fat off their bodies with magma and then equip the survivors (if any) with rune weapons / armor.

I imagine the mortality rate will be 95% but those that survive...
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10190 on: March 22, 2013, 06:43:27 am »

@nokao: How did you get the idea that blood of armok would be on every map? Its just like any other gem... you dont always have everything. Why not build a 112 lvl track and use magmatankers?

Well I have 217 Tears of Armok, and 128 Bones of Armok, so 0 Blood sounds like a bug to me ...

I'm thinking about Blood to reduce Clutter and FPS decrease, I'm in the risk of loosing the fort like the previous, for FPS-death.

However, wich is the code for Blood? I'll try to generate the gem with dfhack3 ...

splinterz

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10191 on: March 22, 2013, 06:45:44 am »

so i've been trying to generate a new world, with a good amount of beasties surviving 1050 year history, so i've upped the semi/mega beasts. it's working pretty well so far, but i've noticed a strange trend: when creating a large region, water dragons are everywhere, kill a ton of creatures, and seem to breed like crazy. after 1050 year world generation, it's not rare to have 2000-3000 water dragons still alive. however, other dragons seem to be killed off pretty normally, and after taking a look at the raws i don't see anything that would give water dragons such an advantage.

anyone else noticed or experienced this? any ideas on what might be causing it?

Undeadlord

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10192 on: March 22, 2013, 07:34:32 am »

Meph: One tiny bug, in the Build --> Workshop menu the Siren and the Colosseum have the same hotkey assigned. Alt-N
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Dark Archon

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10193 on: March 22, 2013, 07:44:11 am »

Why not build a 112 lvl track and use magmatankers?
Can someone actually describe how to make this work? Never used minecarts, more so with magmatankers.
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Maybe you are dreaming right now.

"Meh, what's scientific progress without a few dead planets?"

vaderflag

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10194 on: March 22, 2013, 07:58:25 am »

I have a platinum soul and a Researcher's Study, but I can't seem to figure out how to use it -- the reaction indicates I need an "empty essence container" as an additional reagent, but I see no mention of such a thing in the documentation or other workshops. Ack! What am I missing?

Edit: I'm missing the job right above, "make soul container", duh!
« Last Edit: March 22, 2013, 08:54:08 am by vaderflag »
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10195 on: March 22, 2013, 08:09:19 am »

Another thing, Meph, few weeks ago I proposed that Bifrost (item, bars, or giants) freeze water, that could be very helpful to stop rivers for river-artificial-turning.

You said it was impossible, now with dfhack3 is something changed ?

Wich is the reason? Water freeze on low temperature but on special triggers that you can't control ?
In this case, the new weather control system can trigger the special action and freeze the whole surface rivers ? This would be another solution.

I'm craving for a MasterWork over-all rebalance, for example wheather system could be invented by ice-storm-wizards and requires their scrolls to be handled, and all special structures should be harder to create.
Also Magic should be a really hard thing to obtain.

All shooting weapons and golem stuff should be gnomes-related.
A good part of dark-magic should be warlock and/or drow related.

Every special workshop that you created, IMHO, should be foreign and "trade-necessary" to obtain.
« Last Edit: March 22, 2013, 08:11:59 am by Nokao »
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Arumba

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10196 on: March 22, 2013, 08:30:16 am »

Falconne seems to have fixed the bug with mousequery.dll.  Might want to check that out.

Did you have a chance to check out the exploding trade depot problem?

Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10197 on: March 22, 2013, 08:34:29 am »

Falconne seems to have fixed the bug with mousequery.dll.  Might want to check that out.

Did you have a chance to check out the exploding trade depot problem?

Arumba your work & videos are great, I'm looking at them all, but you should embark with golden gooses, cave beetles, and some new creatures to explain their extra features.
I also have other tips, however I'll keep commenting on you tube.

You should start from zero anyway (after MW update) and avoid spoilering !FUN! and cheats of dfhack.
We're all waiting for this version to work without bugs/crashes.
« Last Edit: March 22, 2013, 09:16:07 am by Nokao »
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10198 on: March 22, 2013, 09:45:43 am »

Well I have 217 Tears of Armok, and 128 Bones of Armok, so 0 Blood sounds like a bug to me ...

I'm thinking about Blood to reduce Clutter and FPS decrease, I'm in the risk of loosing the fort like the previous, for FPS-death.

However, wich is the code for Blood? I'll try to generate the gem with dfhack3 ...

1. The game doesn't know that they're related to each other. The existence of each is completely independent of the rest.

3. Ctrl+f is your friend.

Billy Jack

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10199 on: March 22, 2013, 09:58:57 am »

@Nokao

If you're up to using dfhack to resolve your magma concerns, dig a hole and use the magmasource command to create magma.
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)
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