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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 1860098 times)

ElenaRoan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10470 on: April 01, 2013, 03:19:20 am »

This is starting to baffle me, every single migrant wave turns up without pants or shoes on.  The latest wave I checked while it was still paused after the announcement, so any environmental effects from the map should have been minimal and they were on the good side of the map anyway, and they only had a shirt on.  Is it just this world?  I'm guessing no one else has the situation so is it likely there's a bug in my download somehow?

It's year 4 of the fort now, I ordered frill lizards from the dwarven caravan when they arrived at the end of year 1, year 2's caravan was constrained by some trees growing in the wrong spot cutting off my depot, year 3 they brought web turrets but no frill lizards so I only ordered frill lizards, year 4 they didn't bring any either so I ordered some more and also some cats since they don't seem to want to bring me the lizards.  Is there something I'm doing wrong?
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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.

Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10471 on: April 01, 2013, 04:39:28 am »

Every time I use the Church of the Dark Depths it vanishes, and DFHack reports that autosyndrome couldn't find building xxx.

Intended?
Someone posted above the Temple of Armok deconstructs when some reactions are run, it might be the same issue whatever that is. I rebuilt mine with olivine (magma safe) blocks and the same thing happened. I managed to run the 'turn in to ward' reaction ok but I was also trying to sacrifice warlock items so I think it was one of those that caused the problem.

Quote
Posted last week that the game crashes when I go to the equip (e) screen of my military page.
Pretty sure it's caused by a mod, but not quite sure which one. Anyone getting the same error, or know how to fix it?
I had the same thing happen but not sure if it's a vanilla bug or not, couldn't seem to find stuff on google. I think I pinned it down to when I place dwarves in to a squad on the military screen I was pressing e to equip them when over their name in the rightmost column, the one that lists all dwarves. When I selected the centre column that has the squad members and hit e it worked ok. Had to replay one season four times before I noticed what I was doing though >< Haven't had it happen since then.

Also small bug (possibly) - gnome traders are naked.
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10472 on: April 01, 2013, 04:52:30 am »

You can't build stone back to it's original state.  You can use DFHack to put aquifer whereever you want.

Ok, but excuse me for the ignorance (I don't know how modding works) but isn't all that is possible with dfhack possible in modding ?

For example, isn't the new "weather control structure" an extension of the "weather clean / weather rain" dfhack command ? (the same with quicksave called from the library)

So isn't actually possible to create a structure with the graphics of a gem "the tears of armok" that calls "the hook of dfhack" to make THERE an aquifier ?
Maybe it's possible but this is not un-doable ? Or Meph is just not interessed in doing this ?

Sorry if I insist, I'm just trying to understand.

Hobbie

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10473 on: April 01, 2013, 11:59:49 am »

I really, really, really want to give this a try but for whatever reason the download won't complete. It cuts off around 10 mb. :/
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Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10474 on: April 01, 2013, 12:40:36 pm »

Every time I use the Church of the Dark Depths it vanishes, and DFHack reports that autosyndrome couldn't find building xxx.

Intended?
Someone posted above the Temple of Armok deconstructs when some reactions are run, it might be the same issue whatever that is. I rebuilt mine with olivine (magma safe) blocks and the same thing happened. I managed to run the 'turn in to ward' reaction ok but I was also trying to sacrifice warlock items so I think it was one of those that caused the problem.
Um actually scratch that, just tried the turn into ward reaction again and the temple deconstructed. It definitely worked last time as I got the pop up message saying the priest had transformed.

Trying to heal in the fountain of youth deconstructs that too, something is up!
« Last Edit: April 01, 2013, 01:05:38 pm by Torgan »
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jonveck

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10475 on: April 01, 2013, 02:22:34 pm »

> Trying to heal in the fountain of youth deconstructs that too, something is up!

Are you using flammable building components?  I had this problem in Kobold Camp where building are much more likely to be made of wood and, due to the way in which the boiling boulders are used to create the reaction, these parts burn and cause the whole workshop to deconstruct.
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Guthbug

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10476 on: April 01, 2013, 02:25:07 pm »

I've had amusing times in kobold camp when in cold biomes, certain syndrome boulders didn't boil away like they should. I had an enormous pile of bacteria and foul smell boulders that I built a big tower with. Imagine ... a stink so bad that you can stand on it.

Up until that one hot summer when the entire tower evaporated.
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Jakob

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10477 on: April 01, 2013, 03:14:37 pm »

Can some one please tell me how exactly fortress defense works?
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Build a replica of the Krusty Krab around the creature, then lock prisoners customers inside it so that the sponge can mutilate them take their order.

Putnam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10478 on: April 01, 2013, 03:15:12 pm »

Can some one please tell me how exactly fortress defense works?

It adds more races that besiege you.

What exactly do you want to know?

Also, here's the topic for it. It's a standalone mod that was added to Masterwork with the options.

Jakob

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10479 on: April 01, 2013, 03:26:52 pm »

Well, when do they charge in? What's the difference between them? Hovering over a race only says that they will besiege me.
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Build a replica of the Krusty Krab around the creature, then lock prisoners customers inside it so that the sponge can mutilate them take their order.

Guthbug

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10480 on: April 01, 2013, 03:48:46 pm »

It adds a bunch of civilizations to your world, which then have various triggers (mostly based on population, I think) as to when they begin attacking you. Frogmen start attacking you early on, but they're very weak. Minotaurs come much later but they're pretty strong.

Pretty simple and inventive, really. It was really groundbreaking back when all we ever had attack us was goblins. It's still nice now because you can sort of tailor your enemies to what sort of world you wish to create.
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Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10481 on: April 01, 2013, 03:54:07 pm »

> Trying to heal in the fountain of youth deconstructs that too, something is up!

Are you using flammable building components?  I had this problem in Kobold Camp where building are much more likely to be made of wood and, due to the way in which the boiling boulders are used to create the reaction, these parts burn and cause the whole workshop to deconstruct.
That might be the problem, the temple needs totems and the fountain needs logs, buckets, barrels, seeds and all that is left of both buildings seems to be the blocks. In the same fort I have successfully used the ward reaction in the temple but this time it deconstructed so just seems odd.
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Otterpawps

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10482 on: April 01, 2013, 04:02:11 pm »

So I got back into DF and found this gem when searching for mods for DF.

I feel like I am only getting like 1% of the content here.  I search and search for anything to help me along to play Masterwork, but I can't figure anything out really.
I am just playing Vanilla DF with cool stuff I could be doing.

Is there any wiki, youtube tut, or anything just for Masterwork?
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10483 on: April 01, 2013, 04:18:26 pm »

So I got back into DF and found this gem when searching for mods for DF.

I feel like I am only getting like 1% of the content here.  I search and search for anything to help me along to play Masterwork, but I can't figure anything out really.
I am just playing Vanilla DF with cool stuff I could be doing.

Is there any wiki, youtube tut, or anything just for Masterwork?

Unofficial unfinished videos by Arumba: http://www.youtube.com/playlist?list=PLH-huzMEgGWARVIxD3GT_5b5bSCnvS1u6

There is also a huge manual inside the zip of the mod, and tutorials, in the first page of this thread.

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10484 on: April 01, 2013, 04:28:24 pm »

Gnome traders are nakes, because i wanted them to arrive with a very small selection of very interesting goods. If I give them clothing, they will trade it as well.

Manual is included in the download, three of them actually. One for each race. ;)

The new dfhack r3 causes all boiling stones to destroy non-firesafe buildings materials. I havent quite figured out why yet.
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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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