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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 1860589 times)

Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10200 on: March 22, 2013, 10:01:24 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.

Well I would like to not exagerate with hacks, creating 1 single gem of blood of armok is something,
create a magma source is too much.

Anyway, this big updates and new features, plus the discovery of QuickFort, made me loss so much passion on my actual fort.

Using pre-existing vanilla castles with embark everywhere is funny, but very hard and slow.

Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10201 on: March 22, 2013, 10:58:29 am »

Is there a way to turn off all the new weapons and armor but keep the new materials? I'd still like to be able to make cobalt/mithril short swords and spears and stuff, but without the massive list of exotic weapons and armor confusing the heck out of me. =p
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10202 on: March 22, 2013, 11:01:32 am »

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

I have noticed lots of water dragons too, no ideas about it though.

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10203 on: March 22, 2013, 11:17:13 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.

I don't know of a magic way to freeze rivers, with or without DFHack, but river stopping is quite easy with magma tramcarts.

Billy Jack

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10204 on: March 22, 2013, 12:06:41 pm »

Is it vanilla or the caste system that results in levels well past 20?

3 of my legionnaires have over 500 levels each.  Militia Commander is 153 Figher, 115 Shield, 102 Spear.

I never played vanilla long enough to know, as I was put-off by the overwhelming number of trees, rocks, ores, etc. (Is there anyway that you could do for leather/silk/wool what you did for trees and plant fiber/cotton?)

How do you use Nether bark as leather?  Do you have to forbid everything and then queue up a job?
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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)

tasteful

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10205 on: March 22, 2013, 12:07:33 pm »

Hey, if I want to change the default font back to normal, what do I enter in fontsettings.txt?
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Undeadlord

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10206 on: March 22, 2013, 12:17:08 pm »

Hey, if I want to change the default font back to normal, what do I enter in fontsettings.txt?

You would click on the Masterwork Font button on the Settings tab of the MW loader. It should change to the default.
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tasteful

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10207 on: March 22, 2013, 12:20:44 pm »

sorry, forgot to specify - using a mac, having trouble with wine, just trying to change the text file
if anyone can just change it in their settings.exe then check to see what the fontsettings.txt changed to, i'd appreciate it!
« Last Edit: March 22, 2013, 12:23:09 pm by tasteful »
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10208 on: March 22, 2013, 12:43:18 pm »

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.

This help was written for orc mode.  In dwarf mode you just have "tankers" not "magmatankers" so it is up to you to make the tanker magmasafe and to not mix water and magma.  :D  And in Dwarf mode you can fill at any magma furnace, not requiring a special building.  I think otherwise the process is the same though.

Of course if you are going up 100+ levels you'll need to figure out that detail, maybe with a 3rd stop on the track so that you guide (or power) the transit 99% of the way and then just push it the last few squares.

::: Magma Engineering :::
There is lots you can do with the Magma Source and you should experiment, but here is an idea of how to get started.  * Build a rail line with one end near your source station and the other at the edge of the target: cistern, aquifer to be obsidianized, river to be dammed, etc. * Build a stop at both ends. the end by the cistern should auto-dump towards the cistern. * Create a tram route set to "push cart when greater than 50% full," note that using the "guide" setting can put workers in splash-danger. * Create a return condition "guide when empty" * Add a magmatanker to the route * Set magmasource to fill the tanker using manager.
« Last Edit: March 22, 2013, 12:45:14 pm by smakemupagus »
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Dark Archon

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10209 on: March 22, 2013, 01:22:19 pm »

In dwarf mode you just have "tankers" not "magmatankers"
Nope, dwarfs have magmatankers.

Build a rail line with one end near your source station and the other at the edge of the target
That's mean I need to build rail line from magma forge (for example) up 100 levels to my extenal moat? Damn, that's going to be tough.
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10210 on: March 22, 2013, 01:34:37 pm »

Oops, sorry, my bad, the Item ID is different, but of course you're right the display name is the same.  Maybe dwarves don't have a water tanker?  Not sure.

>> That's mean I need to build rail line from magma forge (for example) up 100 levels to my extenal moat? Damn, that's going to be tough.

Well, alternatively, you can have haulers carry the full tankers up and down the stairs, but it'll be very slow (like they'll probably get sleepy/thirsty during the job type slow).  I guess in principle you can do that enough to fill one square with magma, then build a new furnace in the upper levels to use as a new source.    But I think you'll feel more dwarfy if you carve the long tram tracks :D

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10211 on: March 22, 2013, 01:45:48 pm »

Damn you smake, that is brilliant. Use one tanker/blood of armok to generate 1 tile of magma, power up a magma workshop, use it as source for more. That... I... damn. I didnt think of this.

@Dark Archon: Still easier then a pumpstack/piston.

@tasteful: Replace font.ttf in data\art with the font.tff in masterworkdwarfortress\Font old\data\art. Thats it.

@Billy Jack: What do you mean with doing for cotton and trees the same? It already is, all trees give "wood", all plant fiber is standardized as "cotton". You just still need silk and wool, because dwarves want plant-cloth, animal-cloth and silk-cloth for moods. If I take them out, people die. :P

Netherbark leather: Try stockpile options for workshops... feed a leatherworker only from a stockpile that allows netherbark.

@Stargazer: No, not really. Which ones are confusing you? there is only padded leather and platemail thats new. And a few weapons, but not too much I hope... rest is flavor from other civs, just melt it down.

@Nokao: You dont know how modding works. Please learn it a bit more, before making suggestions. ;) And I guess its just your italian english skills, but coming in here and telling me that I "should" to that, and "should do this" is a bit... rude maybe? If you think things should be balanced differently, thats your opinion, not mine :P I actually had many things trade dependant, every race gave you access to one more option, but many, many people said that they dont like it. Too often civs would die out.

@splinterz: I saw a waterdragon in the testfort as well... odd.

@Maklak: Is noted. I dont do the linux/mac version though, so I guess arclance took the latest stable build for it.

@Undeadlord: Thanks, is noted. These are always hard to find with that many buildings ^^
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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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Snorunt30

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10212 on: March 22, 2013, 02:06:05 pm »

Am I the only one having issues generating worlds? It's rejected every one I've attempted to generate with the same rejection log as the last (The Oracular Dimension, region2: Placed farming entity without crops), how can I fix this? Sorry if the answer was mentioned prior to this :-\
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My fucking armok, you broke the game.

Maklak

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10213 on: March 22, 2013, 02:24:50 pm »

> > Linux version has outdated Dwarf Therapist.
> Is noted. I dont do the linux/mac version though, so I guess arclance took the latest stable build for it.
No, it has pre-Splinterz, over a year old version. Splinterz up to 19.3 were quite stable on Linux.

Does this arclance have his own thread with Linux versions of DF tools?
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10214 on: March 22, 2013, 02:37:34 pm »

Is it vanilla or the caste system that results in levels well past 20?


Yes, both. Levels past 20 are possible vanilla, but levels as ridiculous as yours are a result of the caste system multiplying the speed of level progression.
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