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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 1859980 times)

Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10440 on: March 30, 2013, 08:12:47 am »

i guess magma safe blocks will do for the temple but what about the totems?

Iron-Bone? just joking.

I did it normally, but after a while I saw that they are "a totem made of carp disciple skull". Don't know if it's special bone, bones should be all equal, even dragons'.

Just try again.

Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10441 on: March 30, 2013, 10:44:26 am »

Updated to 2h which means reports of incredibly small bugs woo.

Warpstone, warpstone, so good they named it twice.
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ElenaRoan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10442 on: March 30, 2013, 11:12:18 am »

I'm guessing I'm doing something wrong. I can grind meat ok but I never get the option to make sausages.
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Someone, get the bug zapper! What do you mean that won't work on a bug the size of a house which glows? No, I don't want to hear it. Just get the damn zapper.

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10443 on: March 30, 2013, 11:36:02 am »

i guess magma safe blocks will do for the temple but what about the totems?

as a temporary work around, you can edit the building requirements

commenting out the lines that require totems
-BUILD_ITEM:1:TOTEM:NONE:NONE:NONE-
and replacing with ironbone
[BUILD_ITEM:1:BAR:NONE:INORGANIC:RHENAYAS_DARKLIGHT_IRON]

Thormgrim

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10444 on: March 30, 2013, 11:40:27 am »

Thanks to Masterwork, I now have my first gay couple.

I had a female farmer and her female baby training at the Fountain of Youth.  When the transformation happened, both of them were reformulated as males.  I now have 'Lifemancer' Bocasholin who has a husband and 8 children.  His z-screen is a fantastic garble of pronouns... using "he" at the top, but then "she" at the bottom.

I will have to keep an eye on my first transgendered dwarf and se if he has any more children...
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10445 on: March 30, 2013, 11:48:53 am »

Huh. That's actually fascinating.

vooood

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10446 on: March 30, 2013, 12:24:57 pm »

I can't start the settings app in Windows 7. It just crashes without any error... Tried running as admin, in different directories, compatibility, everything :(

I'm playing good on Windows 7, sure there is nothing wrong with your download-unzip ?
Try to load DF without MW loader, it still crashes ?

It's not the game that is crashing. The settings.exe application cannot be started.
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10447 on: March 30, 2013, 01:02:55 pm »

I don't know how to help you then, however it's ok for me with Windows 7 ultimate 64 bit.
It's just a small visual-basic-like that loads the game. Theoretically you don't need it if you create a configuration file manually.

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10448 on: March 30, 2013, 01:06:31 pm »

I might start working on an update the next couple of days, so I'll be around. Next update will not be big, some new features, updated utilities, updated Orc Fortress (ok that one is big) and thats about it. Embassy will be in. Guilds wont.

@vooood: You need to update your .NET framework for the Settings.exe to run. It works on every windows version.

@Thormgrim: Mh... interesting. He/She cant have any more children, because both have the male tag... guess I only have one boiling stone to transform the person into a mage, not both. Tiny bug found, can be fixed without problem.

@putnam: If you have any questions about strange transgender dwarves, I had lots of them while testing. Anything you want to know, just ask. Also, I didnt know about the SPECIAL tag at that point, but I think I leave the runes like they are. Sounds awesome for a FB. ;)

@ElenaRoan: Sausages need 2 units of meat and 1 vermin remains. You know, disgusting sausages ;)

@Torgan: Thank you for the report. I am not sure why the name is twice, I will have a look in the raws. Was the tile right next to the magma?

@SharpKris: Known bug, the new dfhack features somehow changed boiling rock behavoir. Happens in dwarf mode, and both with orcs and kobolds. Non-fire safe materials are destroyed. I am working on it.

@Twilightwalker & jellsprout: I wanted a good material, and super-dense idirium would be bad. I could probably rename it, or even change it all together. Orichalcum comes to mind. Initially I wanted to give ores a lot of base-metals, 1-5% of 10 kinds of metals, like the real world... but I couldnt figure out a way to make it work as a game mechanism. Realisms is nice, but I wont include it, if it makes the game worse.

@Firehawk45: You cant use prisoners in reactions, sadly. I tested it a long time ago ;) I seriously have to take a look at the spawning reactions... I always test them in fort mode with a quick test reaction I cheat in... never in a big running fortress with 100 dwarves, 200 pets, 400 corpses lying around. Thats why I miss those bugs.

@sayke: That might very well be. ;)

@zarmazarma: Guardians of Armok were really hard to make before, with only a 10% chance. Now its 100% chance and the spawning is more relyable. Well, at least it doesnt fail anymore, worst case is more creatures then you wanted. ;) I might have to rebalance it again, since autosyndrome gives 100% chance of the syndrome affecting the dwarf.

@Wrex: I dont know how many people read before they vote. I myself are still brainstorming Guilds.

@Hurkyl & ajg1g12: Usually people that look for mods use the community mod list. It clearly states what the accelerated DF is. Now I got many requests for this option, and I cant add it into Masterwork (the FPS improvements only) so I made this mod, 10 versions, extra. Made another thread, added it to the mod list... and I still get requests about a "masterwork FPS stuff without masterwork stuff"-mod. Then I added an extra link and downloadlinks to the Masterwork thread. These downloadlinks have nothing to do with Masterwork, and are specifically for people like you, that want to play faster DF, but without extra features. I am just very, very surprised, and negatively so, that people come here and ask about it, without 1) searching the forum, 2) searching this thread, 3) reading the first post thoughtfully (I admit I can make the description here a bit better), 4) searching the community mod list and 5) searching DFFD. Any of those 5 things would have shown you that what you ask for already does exist.

@Asva: All is noted. Its a shame that the adjectives dont carry over to stockpiles. I guess I can rename all those "superior steel axes" to "steel superior axes", but I guess I have to find better names then that. ^^

@Nokao: While I congratulate your enthusiasm, I cant stress this enough: Please dont answer questions for me. In general I would say that ok, but 90% of your answers are wrong. It only confuses people that search help, and gives people reading this thread completely wrong ideas. Discussions, OK. Suggestions, OK. But please dont try to help people, while lacking the modding knowledge to actually do so.

@Arumba: Didnt forget about you, but I couldnt figure out what your traders did to the depot.
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10449 on: March 30, 2013, 01:41:32 pm »

:( 90% is low, gimme a 50 ! :(

@Firehawk45: You cant use prisoners in reactions, sadly. I tested it a long time ago ;) I seriously have to take a look at the spawning reactions... I always test them in fort mode with a quick test reaction I cheat in... never in a big running fortress with 100 dwarves, 200 pets, 400 corpses lying around. Thats why I miss those bugs.

That's one of the reasons why I did upload and keep updated my savegame with all workshops in it, but it's still on MW 2f.
I'll start again from zero on next update, when it's online.

So, good work !

added suggestion:
@Asva: All is noted. Its a shame that the adjectives dont carry over to stockpiles. I guess I can rename all those "superior steel axes" to "steel superior axes", but I guess I have to find better names then that. ^^

Honestly, no reason to re-invent the wheel.
If you'll leave all like it is now (Magma weaponry to IMPROVE, it comes random from superior to legendary)

you could just make like D&D: +1, +2. Maybe if you like this idea you can also make a range "from +1 to +5".
With this maybe it's also possible to add a pre-requisite for runes, so that a weapon needs to be at least +1 to add runes over it.

p.s. in my previous 90% wrong posts I also suggested that, IMHO, Magma Weaponry should require the metal of the weapon that has to be improved, it's nonsense that an adamantium sword is improved with steel. Or maybe you can use other items (like gems or warpstone or "magic essences") here. Again, D&D teaches much. If you add steel over a weapon it doesn't get better, maybe it get worse. (in real world)
« Last Edit: March 30, 2013, 02:32:57 pm by Nokao »
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Timeless Bob

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10450 on: March 30, 2013, 04:03:22 pm »

I was just reading the "Class Warfare" thread last night and had some interesting thoughts:  A Tavern could be the form that the Brewer's Guildhall would take, and could be used to store booze as well as to make it.  What struck me is this: if things are forbidden from stockpiles, they stay at the workshop where they're made, so what if the Tavern also functioned as a large container for the booze it produces?  Make the requirements for building one include mugs or goblets, tables, chairs and barrels/pots.  The Tavern itself is a biggish area, like the Temple of Armok, where dwarves will go to sit at the bar (or tables, or whatnot) and get served by the brewmaster for extra happy thoughts.

Another thing popped into my head on the heels of that last one - what if each time a dwarf ascended levels in skill, they automatically "demanded" amenities like nobles do already, but instead of a lump "I want two chests, a bedroom, a tomb, a dining area, an office and an aror stand and a weapon stand - and I better get a cabinet too!" like you get now, the requirements would be incremental?  Things like "smoothed walls vs engraved walls" or "a table next to my bed" or they could even just get happy by getting more stuff, but require places to put that stuff like cabinets, coffers or chests.  Obviously, dwarves who successfully complete moods would go on a "shopping spree" because they've suddenly become legendary, but that would model the behavior of pretty much any regular joe schmoe who just won the lottery.

Another idea that I've been mulling over is using one workshop to send orders to other workshops as an automation script - things like getting a brewery to make 10 barrels of drinks, but the brewer runs out of barrels/pots, so instead of just doing a job cancellation, the brewer's workshop suspends that job and puts out a job order (with a job order notification in the "a"ction list) for the missing "ingredients needed to fulfill that order. (Say an order for a pot, or for something to be planted).  What would make this really cool, is if the job order became a task in the original Workshop's list of tasks, so that when the other tasks in the job order were taken care of, that would flag the job order to unsuspend the original task, and the brewer would go take care of that.  I can see this kind of back-and-forth functionality working really well for constructions and hauling tasks as well, so that when a dwarf gives birth and has to go find the baby, or gets scared by a starling 50 tiles away or whatever, the task doesn't go into automatic eternal suspension or cancellation, it just flags a "job order" tag on that activity which will be taken care of in due time.

I'm sure there are problems with doing this last, like the repeating cycle of dwarves standing in the space they're trying to build in and getting a job cancellation from "creature occupying space", but that's a common frustration anyway, which will eventually be fixed.  If you could find a way to script that kind of thing in, however, your guilds could become semi-autonomous entities managing the raw goods supplies, so that you could just put a job order in to the guild and the dependencies would all be covered by the shops the guild was connected to.  I imagine it would be like linking stockpiles to a specific workshop, but instead linking workshops together as well.
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Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10451 on: March 30, 2013, 05:06:47 pm »

@Torgan: Thank you for the report. I am not sure why the name is twice, I will have a look in the raws. Was the tile right next to the magma?
I think it is, there's some warpstone right next to the magma sea but the game crashed so I'm not sure if it's the same bit. When I k over the tile the name looks correct.


Sorry not sure if this is a bug or not, vanilla needs rock crystal plus sand for crystal glass. I can't see anything in the manual about a change of materials. Rock crystals always seem very common in MW and I always assumed it was so you could easily make this, but I've never really bothered with glass before.

Brewing pig tails at the brewery gives 'Drinks' rather than the named drink.
« Last Edit: March 31, 2013, 04:42:36 am by Torgan »
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10452 on: March 30, 2013, 05:12:48 pm »

It's probably a bug, since you can't mod vanilla glassmaking.

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10453 on: March 30, 2013, 05:13:22 pm »

Crystal glass takes rock crystal and pearlash in vanilla too.

AirPhforce

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10454 on: March 30, 2013, 05:14:43 pm »

So I had some unexpected !!FUN!! Everthing was going smoothly and my orcs were spending the time of their lives until goblin caravan arrived. When they unloaded an explosion occurred spreading fire and ash killing everything from it's path. So was I nuked from the orbit or what what?

The legends said that at the same time the explosion occurred (killing both the goblin caravan and my orchis clan) a wyvern destroyed a stack of my so wonderful masterwork wooden jagged arrows. The fact that this particular wyvern had already been dead for about 182 years makes this quite unlikely. So what happened?

Some pics!

http://i.imgur.com/PD35kCu.jpg
http://i.imgur.com/mIyUFcZ.png

I had a trade depot explode as well. Killed everyone nearby.
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