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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 1859997 times)

Snorunt30

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10500 on: April 02, 2013, 10:13:38 pm »

Is iridium a vein to be found in the earth?  Is there a chance to smelt a bar of it from another ore?
I had iridium wafers in my last fort but I can't remember how I came about them.
From what I've seen, there's a 1% chance from each smelted bar for one to be formed, I could be really off with those though (in regards to the percent, or what can create it)
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My fucking armok, you broke the game.

jonveck

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10501 on: April 03, 2013, 12:31:20 am »

> Is iridium a vein to be found in the earth?  Is there a chance to smelt a bar of it from another ore?

The latter.  Smelting other ores has a small (1%) chance to yield iridium.
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Otterpawps

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10502 on: April 03, 2013, 12:39:16 am »

ah, alright.  That's what I thought.

As far as using the Temple to recieve a Golem Heart.  Does that make the praying dwarf recieve it and thus turn into a golem?
Or do I get the item necessary to create the Golem Forge?

Or a chance of both?
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Tally

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10503 on: April 03, 2013, 02:56:52 am »

ah, alright.  That's what I thought.

As far as using the Temple to recieve a Golem Heart.  Does that make the praying dwarf recieve it and thus turn into a golem?
Or do I get the item necessary to create the Golem Forge?

Or a chance of both?

As I recall, there is a separate chance for each happening. Both can happen at once.
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Broseph Stalin

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10504 on: April 03, 2013, 08:27:28 am »

Hey, first wanted to say that I really like the mod. Very nice.

Not sure if it's an issue with the mod or with dfhack so I thought I'd mention it in both threads. I have a repeatable crash error coming from cancelling an active [REACTION:BLOCK_BOULDER]. I've attached the save where it occurs, as mentioned in the description of the file, if I go to the Stonecutter's workshops on z -9, just to the left of the slag pits and cancel either of the active jobs (at the top two workshops, and since workflow is active that means unrepeat job, then cancel) and then unpause it crashes immediately. If left to run and the workshop runs low on blocks so the job is auto cancelled the crash also occurs (how I originally noticed it). Not a big deal and I don't know why this particular reaction would cause that but I thought I'd go ahead and mention it. The save is at

http://dffd.wimbli.com/file.php?id=7530

I'm using V.2h on OS X 10.8.3, some more details are with the save link. In the save I'm using workflow to manage the production as well as a give command from the nearby concrete stockpiles but if I delete both of those before unpausing and then cancelling the crash still occurs so not sure if there is any link there.

Edit: Actually upon further examination I think it's a dfhack issue. If I understand things correctly then running the normal df script instead of the dfhack script to start up dwarf fortress should launch without dfhack. If I do that and then cancel the jobs everything proceeds as normal so I would thereby suspect the issue is somehow (not sure how) linked to dfhack.
I've been getting the most random crashes since I upgraded to h and sure enough this was why.

Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10505 on: April 03, 2013, 09:34:31 am »

I can confirm two sorts of crashes.

If you use the military screen and go from unit selection into 'e' for equipment you crash. Caused by the search plugin, there is a fixed version online, I will include it next release.

If you right-click. Its part of the mousequery plugin, there is a fixed version online, I will include it next release.

Other then these two I havent had any crashes, nor any reports about crashes. Both are dfhack related and not caused by modding.
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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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Molay

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10506 on: April 03, 2013, 09:46:23 am »

Thanks for pointing that out, Meph. Have you already a date in mind when it comes to the new release, or will you wait for the ending of the poll and include the features first?

On another note, I thought about a new feature.
Is it possible to mark a tile as "pond", as in, it will fill when it rains upon it?
If so, I think it would be nice if dwarves could dig their own ponds to get hold of water in some very unfriendly biomes without having to breach the caves (I'm usually late visiting any caves).
It would be very useful, and could probably be added to the more magic orientated castes? Pray for pond sounds a bit weird, but a mage would seem fitting. Could be added to a more mechanized labor aswell, as in terraforming the land in a way that it prevents the water from flowing through the ground.

Just a thought of mine :)
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The best alternative to having a functional steel industry is to have a really, really, really good hospital. And a lot of coffins.

Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10507 on: April 03, 2013, 01:08:58 pm »

Not really a huge deal but I've got two Breath of Armok gems through using an old chest or relic (I think) at the Archaeologists. Not really a big deal just a waste as they're not useful for anything other than another gem when you get them that way.

I noticed I have slag bars under the bars menu and also slag bars under the tools bar in the z-stock menu. Again not a huge deal as they both seem to be used at the slag pit! Was that just to try and stop unhappy thoughts from destroyed masterwork slag bars (massive)?

Molay if you find a Tear of Armok gem it can be used at the Alchemists to fill a waterskin, this can then be used at a spawn point to spawn water when it is deconstructed. Or just dwarf up and breach the caverns, what's the worst that can happen?  ;D I never find the caverns that scary, just noticed I'd left a hole for fliers for several years and nothing had come through.
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Tomaszus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10508 on: April 03, 2013, 04:38:38 pm »

Hi everyone

I was testing things in sandbox map and i started with a coloseum blueprint and i was so excited to summon barlog <3 but this post is about something else...

ok so i build up my coloseum, bought monster cages from elves and drows and... i sent a dwarf to summon something (i dont remember what exactly cause i tryied multiple times with like 15 monster cages) and then bam ...
http://imageshack.us/f/585/coloseum1d.jpg/
the green dot is my renger that carried the cage and blue dot is my militia commander they transformed to a "dwarf summoning a foe" and after that... http://imageshack.us/photo/my-images/16/coloseum2.jpg/ thay changed back into normal dwarfes and no monster came out from any cage sadly ... when i checked with my squad center of the colloseum it said ... http://imageshack.us/photo/my-images/811/coloseum3.png/  and when i ordered to kill those ravens and capybara's my militia capitan just stands there and hes like "WTF?!"

so my question is if i did something wrong or its a bug? I know that manual says: " Sometimes you might fail the summoning, sometimes you might summon two creatures, you never know."  but 15 cages in a row and no monster? its that rare to summon something there?

P.S. sorry for my grammar im from Poland :)

Have a nice day guys!

« Last Edit: April 04, 2013, 07:16:10 am by Tomaszus »
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sepik121

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10509 on: April 03, 2013, 11:01:41 pm »

Quick question from a newb for advanced world parameters.

I'm trying to use the "Garden of Gaia" map seed, but trying to increase the amount of volcanoes. However, i'm really new to trying to use those parameters and add in extra volcanism, but it seems to either crash the game itself or give me a huge amount of rejects for the world. any help with this?
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sayke

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10510 on: April 04, 2013, 12:17:22 am »

@sepik - the parameters can interact in weird ways. i would suggest getting the hang of perfectworld instead of trying to modify existing maps... once you do you'll never go back =P
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i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

lukededuke

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10511 on: April 04, 2013, 06:49:40 am »

hello meph, really great mod!
i think i found a small bug though: my dwarves wont store thin suedes in any stockpile
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Broken

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10512 on: April 04, 2013, 08:18:57 am »

Quick question from a newb for advanced world parameters.

I'm trying to use the "Garden of Gaia" map seed, but trying to increase the amount of volcanoes. However, i'm really new to trying to use those parameters and add in extra volcanism, but it seems to either crash the game itself or give me a huge amount of rejects for the world. any help with this?

Don't increase volcanism, ony the minimun number of volcanoes. That should work.
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Quote
In a hole in the ground there lived a dwarf. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a dwarf fortress, and that means magma.
Dwarf fortress: Tales of terror and inevitability

Molay

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10513 on: April 04, 2013, 08:30:35 am »

I have a question concerning workflow with masterwork.
How do I set up workflow constraints to brew booze of a specific type at the brewery correctly?
I can't get it to work correctly.
With "seeds" as material it'll start the job but not track it, with "[boozename]" as material it will track the job but not start it.
Has anyone figured this out so far?
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The best alternative to having a functional steel industry is to have a really, really, really good hospital. And a lot of coffins.

Undeadlord

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10514 on: April 04, 2013, 09:04:10 am »

I have a question concerning workflow with masterwork.
How do I set up workflow constraints to brew booze of a specific type at the brewery correctly?
I can't get it to work correctly.
With "seeds" as material it'll start the job but not track it, with "[boozename]" as material it will track the job but not start it.
Has anyone figured this out so far?

I have actually always had problems brewing a certain kind of booze. My Still will show all Red options for specific kinds of booze, but selecting generic Brew makes a dwarf grab stuff and get started. Never been sure why that is.
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