Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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.

Pages: 1 ... 684 685 [686] 687 688 ... 749

Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1860524 times)

Torgan

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10275 on: March 23, 2013, 08:10:10 am »

So, finally lost my fort to a siege. But it's taught me a lot! I did find a few bugs though... Such as not being able to plant netherwood spawns.
I am playing 2g Phoebus until this fort falls, I guess you were too from your last line. I have no problem planting netherwood spawns. Do you definitely have some, you need to process the plants in the Timberyard. Then strip the bark off the logs for netherbark leather, maybe that's just to get the leather though. It's awesome so I do both.

Also if netherwood leather could get added to the leather stockpile option that would be great so I can make sure it's not wasted on bags. Is there a reason there's a million options for leather in the stockpile options, or is it just a pain to remove them all? I did a search with dfhack for nether and nothing came up either way.

Not sure if this is intended but the screw press workshop only uses wood for making paper, it won't accept fungiwood which I have loads of, and is in the same stockpile that the regular wood was.

Another wee thing, started using the expedition outfitter for the first time this fort and I have sent several expeditions to old ruins so I can get some plans, dwarf caravan keeps destroyed by a siege that appears at the same time. All three times I have got the same plans, runesmith, magma runesmith and dwarven rune. I guess this should be random plans? Bit of a small sample size I know. Also there isn't a stockpile option for plans under bars stockpiles as far as I can see, was hoping I could get them taken down near the forges.

If you could add drink reactions to the brewery and still for nether vines/creepers that would be awesome. Maybe mead could be added to the brewery as well but meh, I'd forgotten how much of a pain the beekeeper can't find jug spam was. No mention of it on the 2h notes.

Also usual Masterwork is great, these are all very minor niggles, just bought a new comp and I think my main time spent on it will still be MW!
« Last Edit: March 23, 2013, 08:11:45 am by Torgan »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10276 on: March 23, 2013, 08:25:57 am »

Quote
Is there a reason there's a million options for leather in the stockpile options, or is it just a pain to remove them all?
Its not just a pain, it is quite simply impossible.

Fungiwood is not used for paper, because it a giant fungi. It has no fiber to be used to make paper. Its by design. Stockpiling and equiping netherbark leather should be easier next version. I fixed it in the alpha for v2 that I released a while ago, but never ported the fix...

Expedition system will get a lot more interesting with the forceevent script I have. You might trigger nightcreatures or sieges when raiding other civs for example. :)

Nether creeper and nether vines can be brewed into drinks in the alchemist. All drinks with special syndromes are made there. :) So you already have those specific reactions.

And Mead... remember dew beetles. You can milk them for honeydew and make beetlemead. :)

@zach123: Usually I would, but this is such a major thing, it would be sad to write it, and nobody uses it ;) If it would be small, I just add it as an option. But this is huge. This huge:

Logged
::: ☼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 :::

FengYun

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10277 on: March 23, 2013, 08:36:54 am »

Why there is no tanners guildhall and bowyers guildhall?  :P

I mean, they are cool, but I suggest to unite carpenters, engineers and mason into one building, then do the same thing with farmers and fishermen. Maybe even jewellers and smiths and mages and alchemists can go together. Otherwise there are too many buildings, which have similar functions.
Logged

Fungus

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10278 on: March 23, 2013, 08:45:33 am »

@ Nokao: Thanks for the heads up! I'll check it out. Just booted up my old fort and found I deleted the wrong saves so it's quite early on, around year 3. Most of the good artifacts were never built... But the boiler room is there! Though it's not as grand or inhabited. Ah well.

@ Meph: :o That look beautiful. I can't wait to stick them in my fort! Even if they're useless! Have you explained what they do anywhere? Or will they be the same as the old Guildhall but more specific?

Also, regarding Nether-caps, I finally found them in the raws. This bit at the beginning seems odd though:
Spoiler (click to show/hide)
Those last two lines. Are they causing the problems? I couldn't find them on any of the other tree raws, such as Steeloak. In my old fort I had the Nether-cap spawns but the option wouldn't show on farm plots; I'd guess it was something to do with DF recognising them as the seeds either way. I want to make my pump stack with them you see. :D

EDIT: @ FengYun: Heresy. You can never have too many buildings! And these don't even require magma! I know when these appear I'll be making a guild floor in my obsidian-cast ocean tower. They just look so dammed good. Though if it were possible to rotate them that would be PERFECT.
« Last Edit: March 23, 2013, 09:19:32 am by Fungus »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10279 on: March 23, 2013, 09:17:09 am »

Your world doesnt seem to support netherwood? It can be, but should be rare. You are looking for this btw: [PRODUCT:100:1:SKIN_TANNED:NONE:INORGANIC:NETHER_WOOD]. You are looking for inorganic netherwood armor. Not for the netherwood sapling trees.

There is a massive post about guildhalls both in this thread and here http://www.bay12forums.com/smf/index.php?topic=109098.msg4123900#msg4123900

Also, ingame, four guilds with industries around them:

Logged
::: ☼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 :::

Fungus

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10280 on: March 23, 2013, 09:25:12 am »

That looks fantastic! Thanks for the link! I did find a bit about Guildhalls reading back from my last post before today. I tend to have big stretches without internet so it's hard to keep track. I don't think it's that my world can't support netherwood, I mean I've harvested it from the lowest cavern layer, I just can't farm it.

But... Why am I looking for armour? I'm not really good with raws I'm afraid, it's a bit confusing. As I say I just want to make some Netherwood axles and such. Aesthetically pleasing blue combined with magma-proof functionality! Bliss. I'm holding off on genning a world until I know why this happened or that it wont happen again.
« Last Edit: March 23, 2013, 09:27:05 am by Fungus »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10281 on: March 23, 2013, 09:28:30 am »

Oh, yeah, you said pumpstack. ^^ Sorry, I thought it was about the netherbark leather... no, you are right, you simply get nether_wood:wood. :)

You gather them from the caverns (plant gathering) and cut the saplings in the timberyard. If you have only the wood, you can cut it into netherbark stripes and also find some seeds if you are lucky. Otherwise buy/order seeds from the caravan, if possible. The point is: If you go into the caverns and cut the trees, you only get wood. They dont drop seeds. And if you have no seeds, you cant plant.
Logged
::: ☼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 :::

Fungus

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10282 on: March 23, 2013, 09:40:59 am »

Ah. Yeah. I know. Sorry, I did post it before, but Ididn't reiterate. I both harvested it, processed it in the sawmill (seems to just get you seeds and a lighter log. Doesn't say it's bark. Is this the case? Or am I missing something?) and ended up with the spawns, but I still couldn't plant it. Just re-checked; yeah, 23 nether-cap spores on my old fort. I think I had a crystal tree but I never bothered processing it, I'll see what happens there. But nether-cap just doesn't appear as an option on the farm plots; could it MAYBE require seeing the small plant version first? Just wondering as I have the option for nether vine without seeing its' seeds.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10283 on: March 23, 2013, 09:42:51 am »

Mh... if you have the seeds, are in a non-freezing biome and the farmplot is underground, then I see no reason why you shouldnt be able to plant them.
Logged
::: ☼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 :::

Fungus

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10284 on: March 23, 2013, 09:53:22 am »

Hm. Have you ever planted any? Has anybody? Just curious because nobody noticed the Steam engine bug so I'm wondering if it has ever worked or whether it just should work and nobody really used the mechanic (or rather, never bothered to mention). Just tried planting under the ocean biome (which doesn't even freeze seasonally) and there's no joy there either. Also discovered that crystal trees have no seeds. D'oh. Guess I'll just go ahead and gen a new world, power through to the caverns as per usual and find me some nether-caps. Then I'll know if it's a bug or something stupid I've done.

I didn't realise freezing biomes actually mattered underground. How long has that been the case? Tbh I've never embarked in a tundra or anything so I wouldn't really have cause to know.
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10285 on: March 23, 2013, 10:14:27 am »

Which steam engine bug?
« Last Edit: March 23, 2013, 10:17:17 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Torgan

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10286 on: March 23, 2013, 10:16:30 am »

As I said above I am able to farm netherwoods. Proof!

Spoiler (click to show/hide)
I think I usually start off by gathering plants, once you've opened up the appropriate cavern layer they'll just spawn anywhere underground that has mud. I find myself doing that a lot more as farming is slow now so farmers have a lot of downtime, and farming savants already get a boost to plant gathering. Then I process the saplings and plant the seeds. I think the only way to get crystal trees is just cutting them down.

And thanks for the reply Meph, never though to try the alchemist.
Logged

Fungus

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10287 on: March 23, 2013, 10:36:31 am »

As I said above I am able to farm netherwoods. Proof!

Spoiler (click to show/hide)
I think I usually start off by gathering plants, once you've opened up the appropriate cavern layer they'll just spawn anywhere underground that has mud. I find myself doing that a lot more as farming is slow now so farmers have a lot of downtime, and farming savants already get a boost to plant gathering. Then I process the saplings and plant the seeds. I think the only way to get crystal trees is just cutting them down.
Woah, sorry! Meph's beautiforous guilds distracted me from your post. And I think you hit the nail on the head, I have to gather plants, not just strip the bark off chopped or imported nether-caps. My civ has never seen a "small nether-cap", so I can't plant them. Frustrating! I'll try that now.

@ Deon: Meph had registered the steam engine as a furnace, not a workshop, so DFhack failed to find it (something about workshops and furnaces having different data structures).

EDIT:

So, I tried gathering on the bottom cavern layer. Disappointingly there were no nether-caps. Instead they exist on cavern level 2, as I remembered wondering about when looking through the raws. Long story short; yeah, you need to have seen the crop before you can plant the seeds. What a silly mechanic. Sorry for the confusion!
« Last Edit: March 23, 2013, 10:53:34 am by Fungus »
Logged

sayke

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10288 on: March 23, 2013, 10:52:20 am »

I'll post some screenshots of my boiler room for my (never completed) 190 Z level magma stack and my interesting artifacts when I figure where to upload them.

post to http://mkv25.net/dfma/ - it's a dedicated archive of dward fortress maps, and it's designed for this! let me know when you do - i want to see other people's masterwork fort designs! =)
Logged
i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

Fungus

  • Bay Watcher
    • View Profile
Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10289 on: March 23, 2013, 10:58:00 am »

I'll post some screenshots of my boiler room for my (never completed) 190 Z level magma stack and my interesting artifacts when I figure where to upload them.

post to http://mkv25.net/dfma/ - it's a dedicated archive of dward fortress maps, and it's designed for this! let me know when you do - i want to see other people's masterwork fort designs! =)
D'aww! It's nowhere near that good, especially considering how old my save was in comparison! I don't even have the dining room or the personalised bedrooms for my mechanics in training... I guess the levers and obsidian caster are still there though. I'll make my next one foolproof, spectacular, and even MORE complex. ;)

Also, thanks for making unmined Tears of Armok basically aquifers, Meph! That reeeeally helped. :D
Logged
Pages: 1 ... 684 685 [686] 687 688 ... 749