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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 1859494 times)

Machocruz

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10695 on: April 14, 2013, 03:06:30 pm »

Anybody getting 'skin chops' from butchering living rock (v2.h)?  According to the manual, living rock is butcherable in a kitchen, but in my game it can only be butchered in a slaughterhouse.  The skin chops seem edible and appear as a meat icon, but they don't get stored.

They sound disgusting.  Reminds me of the Ren and Stimpy hog jowls episode.
« Last Edit: April 14, 2013, 03:11:45 pm by Machocruz »
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Xardov

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10696 on: April 14, 2013, 11:20:25 pm »

What kind of stockpile do I have to make in order to store crates of steel and iron bars?  "Finished goods" don't seem to be doing it, neither does "Bars and Blocks"
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10697 on: April 14, 2013, 11:40:44 pm »

Crates are soap made from the corpse of a mythical beast, the steel-bar-crate monster.  I don't know whether they'll stockpile with other soap or not, but you're probably best off just building the crate opening workshop and opening them right away.

Dwarf73

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10698 on: April 15, 2013, 02:57:24 am »

Does Slaughterhouse and Brewery make Butcher and Still obsolete? What about Warbeast Kennels for normal kennels?
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10699 on: April 15, 2013, 03:03:09 am »

slaughterhouse - no, not the same thing

brewery - er, sort of, not exactly.  you don't *need* stills if you have brewerys, but it doesn't have the vanilla "brew drink" reaction i think.

kennels - no, not the same thing
« Last Edit: April 15, 2013, 09:52:13 am by smakemupagus »
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fasquardon

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10700 on: April 15, 2013, 10:44:29 am »

A thought for people:

While I was thinking about fuel, I realized there is something big missing in Dwarf Fortress' food economy - cooking requires no fuel!  Adding fuel use to cooking (heck, it is the largest fuel usage of pre-modern societies) might do alot to bring the cost of food production into line with the dwarf bucks you can get trading food to caravans.

fasquardon
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Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10701 on: April 15, 2013, 11:19:46 am »

*starts beating fasquardon over the head*
SHUT UP SHUT UP SHUT UP! Now they'll make it so all cooking needs fuel!  >:(

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10702 on: April 15, 2013, 11:25:16 am »

You only have to worry if he suggests it to Toady, since Cook and Brew are vanilla :P

Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10703 on: April 15, 2013, 02:02:13 pm »

Is there a way to pick out specific weapons to be used in the Rune Weaponry?
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Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10704 on: April 15, 2013, 03:34:17 pm »

Just make a weapons stockpile that only accepts certain types of weapons (ie steel battleaxes) and have it (t)ake from your main weapon stockpile. Then make it (g)ive to your Rune Weaponry. You'll also need to set up a stockpile to (g)ive metal bars for the runes to the weaponry as it will now only take from those stockpiles.

It's about the best way I've found to use all the rune/non rune armoury and weaponry buildings. So it means you'll only turn steel breastplates into steel platemail and not every shitty large gold breastplate from an ogre. Actually not sure if that's a big deal but you can use wrong size items in those buildings and get dwarf sized plate out of them, although invaders usually have crap material armour so it's not usually worth it. It is a nice way of making caravan armour and weapons useful though, I never used to bother buying it after the first year as it's low quality.
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urmane

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10705 on: April 15, 2013, 03:51:35 pm »

So I've got Masterwork going on linux, including soundSense and the included Therapist, but I have some questions that I can't find answers for:

- is there a dedicated Masterwork wiki?  I see it referenced all the time, and cannot find it - I'm starting to feel dumb
- is there a consolidation of linux-specific info?  I cannot get Mono for Wine working, so cannot see/edit any of the settings.  So far I've "turned off" harder farming by essentially doing a s/GROWDUR:\d+/GROWDUR:900/ in the raws, just so I can play, but other things like castes I want to try out and don't know how.
- Is there supposed to be an Optimize button in Therapist?  The included one just looks like a crappier version (ie worse graphics) of the separately downloaded DT (altho it does have button changes - left button does nothing, middle toggles a skill, right toggle the whole group).
- Note on stonesense libraries - it wants old versions of libjpg and libpng.  I got libjpg to work just by soft-linking it to the system lib, but had to find / dl an actual libpng.12.so binary to put in deplibs.
- the main soundsense theme goes all staccato if something else on the system plays any sound, and I have to turn it off.  Other sounds continue to work fine, tho - thoughts?

Current fort is progressing nicely - I'm on the island volcano in the SW of the Blessed Serra map.  Getting set to start my typical mini-megaproject - a staircase to the top Z (usually jet, this time obsidian), then panel over the whole sky with marble blocks and gold statues and call it Heaven (or Olympus :) ).  (Do two layers, and the lower one becomes "inside" for buildings)

Well done, Meph, Masterwork is truly a work of art!
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Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10706 on: April 15, 2013, 04:25:57 pm »

So, I just saved my game, then started it back up. It gave me a fatal error. Missing creature definition CULTMEMB. Any ideas what this is?
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fasquardon

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10707 on: April 15, 2013, 05:27:47 pm »

You only have to worry if he suggests it to Toady, since Cook and Brew are vanilla :P

Ahh yes...

Cursed inflexible vanilla reactions...

fasquardon
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thefish1992

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10708 on: April 15, 2013, 05:42:38 pm »

um is their any pieces of armor can not have rune's placed on them at the rune armory. I can have runes put on the volcanic breastplate but not on the volcanic boots is their any other armors pieces I cant put runes on?

2rd Q What is a berserkers hide? i had a dwarf make one in fey mood and i found out that it is a armor through the equip screen but is it worth equipping?

« Last Edit: April 15, 2013, 08:12:28 pm by thefish1992 »
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Dwarven science. A logical solution, to a illogical problem.

sealclubber

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10709 on: April 15, 2013, 05:55:24 pm »

Ok. I... just... what

What the fuck are life guard arms and why is the artifact's name so perfectly fitting?

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