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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 1860522 times)

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10290 on: March 23, 2013, 11:03:59 am »

Basically? Literally :P
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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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sayke

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10291 on: March 23, 2013, 11:04:22 am »

@meph - IRL, you wouldn't put a guild hall next to an assembly line, would you? the more i think about the mechanic the more i think you're on to something, but i'm not sure about the guildhall-in-middle-of-assembly-line aspect, or how it ties into the library system! i'm increasingly fine with preventing untrained dwarves from learning - the real world works like that, and it would make specialist dwarves far more precious... but guild halls should be more like schools then factory break rooms, no?

it is interesting, though, and i appreciate your experimentation here! i wonder what kind of poll results you would get...? =)
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i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

Fungus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10292 on: March 23, 2013, 11:24:57 am »

Wow, Sayke, this is actually really cool!! I'll definitely keep a legacy of my new fort with this! :D Hah, loving it.

And... Nuts. I should have guessed, that's great Meph, I always wondered why my 'prospect all' had come up with aquifers when they were turned off. Would have made looking for gems to experiment with a whole lot easier. Argl bargl.
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Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10293 on: March 23, 2013, 11:43:59 am »

Found another small bug, there are two types of mechanized crossbows. The first one you come across on the military equipment screen is the one you can create and trade, there's another way down the list that I just got from an expedition to ruins. One of my miners also immediately claimed a deep bronze beret from the same expedition so he is looking very stylish.  8)
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10294 on: March 23, 2013, 12:02:12 pm »

Found another small bug, there are two types of mechanized crossbows.

specifically,
Spoiler (click to show/hide)

please give me a heads up if you delete one, Orc Fort uses the ITEM_WEAPON_CLOCKWORK too (also Ruins raid loot of course)
Maybe just rename it to "[NAME:clockwork crossbow:clockwork crossbows]"?

Deep Bronze beret sounds awesome :)

Sirmaril

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10295 on: March 23, 2013, 12:07:01 pm »

Hi Meph

Great work, keep up the good work. I don't want to complain or anything, but if I remember corectly you said that every crops that grow underground have their seed called spawn like "plump helmet spawn" and that they can be planted year round. But if you chose the option to MORE PLANT TYPES in Settings.exe then it's mixed up again, aboweground crops with spawns intstad of seed and vice versa. Txt file with extra plants is called plant_florafauna_ff.txt so if you want to repair it you know where to look.

You could also update the changelog on the bottom of first post so it's up to date.

And maybe make the new pets gender more distinguishable from eachother when you embark, like female dew bettle, male dew bettle.

Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10296 on: March 23, 2013, 01:24:49 pm »

So, I made a spawn point underground. I have a magma bottle made from Blood of Armok but it won't let me spawn magma there. Any reason why?
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10297 on: March 23, 2013, 01:34:42 pm »

"won't let you" =
reaction doesn't appear active in the list?
reaction takes place but not what you expect happens? (if so what does happen)

Buel

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10298 on: March 23, 2013, 01:36:23 pm »

My fellow bearded ones, I have indulged in this mod before. But I had to reinstall it (due to the updates and additions the person has added) For what ever reason, my soundsense doesn't update, or doesn't even play and if I exit out of it. it'll claim NOT FOUND on all the sound effects. I have fully deleted and redownloaded the darn thing a coupla times. If anyone does not mind helping me out with this, it would be greatly appreciated. I do apologize for my lack of knowledge on soundsense and modding.
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Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10299 on: March 23, 2013, 01:39:38 pm »

"won't let you" =
reaction doesn't appear active in the list?
reaction takes place but not what you expect happens? (if so what does happen)

Right, it doesn't appear active. I have the spawn location, I have the magma bottle, but the option to spawn magma is redded out.
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10300 on: March 23, 2013, 01:41:46 pm »

From a glance at the raws, it looks like there is no problem with the item, so you're probably experiencing the custom reaction pathfinding glitch.  If possible, try having the manager run the reaction, that often clears it up.  (check give/take orders, locked doors, burrows of course, etc.)
« Last Edit: March 23, 2013, 01:45:21 pm by smakemupagus »
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Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10301 on: March 23, 2013, 01:52:28 pm »

You could also update the changelog on the bottom of first post so it's up to date.
There's a link to each change log just after the download link at the top of the first post (I missed it too).
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Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10302 on: March 23, 2013, 02:08:00 pm »

From a glance at the raws, it looks like there is no problem with the item, so you're probably experiencing the custom reaction pathfinding glitch.  If possible, try having the manager run the reaction, that often clears it up.  (check give/take orders, locked doors, burrows of course, etc.)

Ah. Wasn't covered in my burrow. That'd do it.

Also, seems that the spawn point has to be deconstructed for the magma to spawn? Isn't that a bit...well, dangerous? Namely killing the dwarf that goes to deconstruct it?
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10303 on: March 23, 2013, 02:10:17 pm »

>> Also, seems that the spawn point has to be deconstructed for the magma to spawn?
>> Isn't that a bit...well, dangerous? Namely killing the dwarf that goes to deconstruct it?

There are other ways to deconstruct things ;)

hint
Spoiler (click to show/hide)
« Last Edit: March 23, 2013, 02:12:14 pm by smakemupagus »
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Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10304 on: March 23, 2013, 02:22:54 pm »

>> Also, seems that the spawn point has to be deconstructed for the magma to spawn?
>> Isn't that a bit...well, dangerous? Namely killing the dwarf that goes to deconstruct it?

There are other ways to deconstruct things ;)

hint
Spoiler (click to show/hide)

I don't get it. :c

Guess a peasant will just need to be sacrificed for the better of the whole fort.
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