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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 1859363 times)

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10725 on: April 16, 2013, 06:44:40 pm »

so I could just mod back in all the armor items per area (i.e. torso, arms, legs) and it would be equivalent?

No, it would be different, in the ways that were detailed in the other post & wiki (UBSTEP:MAX upper body coverings don't cover certain parts like hands, so a full set that contains gloves and stuff will provide better coverage)
« Last Edit: April 16, 2013, 07:11:15 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 #10726 on: April 16, 2013, 08:23:48 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.

Hm. I have a stockpile with my weapons set to give to the Rune Armory. I also have a stockpile of bars set to give to it. All options for creating runes are redded out now, and I can't choose any. =/
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10727 on: April 16, 2013, 08:32:20 pm »

fuel?

Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10728 on: April 16, 2013, 08:57:07 pm »

fuel?

I have plenty of coke.

And I must be going insane. I know I filled magmabottles in my last game, but now I can't for the life of me remember if it required me to make some sort of container. Do I need vials, jugs, or something? Because I'm not getting the option to fill bottles at my magma smelter/metallurgist. x.x
« Last Edit: April 16, 2013, 09:01:50 pm by Stargazer »
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10729 on: April 16, 2013, 09:22:52 pm »

yeah but you said you linked stockpiles, did you link your fuel?

sometimes custom reactions go red, it happens in all mods (and modable vanilla buildings for that matter), if you're sure you have everything and haven't made a mistake with burrows or stockpile links then try the manager, he'll (a) fix it or (b) tell you what you're missing

Searching for: PRODUCT:100:1:TOOL:ITEM_TOOL_BOTTLE_MAGMA
reaction_masterwork.txt(6870):
reaction_masterwork.txt(9616):
reaction_orcfort.txt(3042):
Found 3 occurrence(s) in 2 file(s)

[REACTION:FILL_MAGMATANKER_ALCHEMY]
   [NAME:Fill magmabottle (blood of armok)]
   [BUILDING:ALCHEMISTS_CHAMBERS:CUSTOM_SHIFT_B]
   [REAGENT:A:1:ROUGH:NONE:INORGANIC:BLOOD_OF_ARMOK][PRESERVE_REAGENT]
   [REAGENT:B:1:FLASK:NONE:NONE:NONE]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_BOTTLE_MAGMA:GET_MATERIAL_FROM_REAGENT:B:NONE]
   [SKILL:ALCHEMY]   

[REACTION:MAKE_BOTTLE_MAGMA]
   [NAME:Fill magma bottle]
   [BUILDING:MAGMA_CRUCIBLE:CUSTOM_M]
   [BUILDING:MAGMA_SMELTER:CUSTOM_M]
   [BUILDING:MAGMA_STEAM_ENGINE:CUSTOM_M]
   [BUILDING:MAGMA_ARC_FURNACE:CUSTOM_M]
   [BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_M]
   [REAGENT:A:1:FLASK:NONE:NONE:NONE]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_BOTTLE_MAGMA:GET_MATERIAL_FROM_REAGENT:A:NONE]
« Last Edit: April 16, 2013, 09:26:19 pm by smakemupagus »
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10730 on: April 16, 2013, 09:39:15 pm »

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

+1

This is completely impossible to mod.

Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10731 on: April 16, 2013, 09:51:50 pm »

yeah but you said you linked stockpiles, did you link your fuel?

sometimes custom reactions go red, it happens in all mods (and modable vanilla buildings for that matter), if you're sure you have everything and haven't made a mistake with burrows or stockpile links then try the manager, he'll (a) fix it or (b) tell you what you're missing

Searching for: PRODUCT:100:1:TOOL:ITEM_TOOL_BOTTLE_MAGMA
reaction_masterwork.txt(6870):
reaction_masterwork.txt(9616):
reaction_orcfort.txt(3042):
Found 3 occurrence(s) in 2 file(s)

[REACTION:FILL_MAGMATANKER_ALCHEMY]
   [NAME:Fill magmabottle (blood of armok)]
   [BUILDING:ALCHEMISTS_CHAMBERS:CUSTOM_SHIFT_B]
   [REAGENT:A:1:ROUGH:NONE:INORGANIC:BLOOD_OF_ARMOK][PRESERVE_REAGENT]
   [REAGENT:B:1:FLASK:NONE:NONE:NONE]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_BOTTLE_MAGMA:GET_MATERIAL_FROM_REAGENT:B:NONE]
   [SKILL:ALCHEMY]   

[REACTION:MAKE_BOTTLE_MAGMA]
   [NAME:Fill magma bottle]
   [BUILDING:MAGMA_CRUCIBLE:CUSTOM_M]
   [BUILDING:MAGMA_SMELTER:CUSTOM_M]
   [BUILDING:MAGMA_STEAM_ENGINE:CUSTOM_M]
   [BUILDING:MAGMA_ARC_FURNACE:CUSTOM_M]
   [BUILDING:BLAST_FURNACE_MAGMA:CUSTOM_M]
   [REAGENT:A:1:FLASK:NONE:NONE:NONE]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_BOTTLE_MAGMA:GET_MATERIAL_FROM_REAGENT:A:NONE]

*Facepalm* I didn't link my coke.

And it was a flask! I knew I wasn't completely insane!

So, when I break a spawn location in order to release magma, does it flow straight down, or does it spread out? For example, if I channel a whole, place a support pillar at the bottom, and then a spawn location on top, when I break the pillar, will the magma fall right into the hole?
« Last Edit: April 16, 2013, 09:54:39 pm by Stargazer »
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10732 on: April 16, 2013, 10:12:44 pm »

it seems to spawn magma on the square that the spawn location itself was on, as well as on any surrounding squares that have floors but not walls.  so spawn location in 3x3 hole then drop something (e.g. a floor tile) onto it, might work better than spawn location on a pillar that is surrounded by air.

Stargazer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10733 on: April 16, 2013, 10:30:57 pm »

it seems to spawn magma on the square that the spawn location itself was on, as well as on any surrounding squares that have floors but not walls.  so spawn location in 3x3 hole then drop something (e.g. a floor tile) onto it, might work better than spawn location on a pillar that is surrounded by air.

Hm. I have magma-safe flasks. I have magma smelters and such. But I still don't get an option to fill a magma bottle. If I use the manager, the order just sits there, verified.
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raoulgamer

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10734 on: April 17, 2013, 07:18:06 am »

Bugreport

Mod version: win (V.2h for DF 34.11)
Tileset version: PHEOBUS
Bug description 1:
When i start a try to play orcs I am unable to mine stone similar to kobolds but am able to mine gems.
It does say iam playing taiga orcs.

PS: i dont know if this is some issue with masterwork or orc fortress.

Bug desciption 2:
When I embark i get items shown as:
[5]
or
unknown plant matterial [20]

PS: this one is a masterwork bug.
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Dwarf73

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10735 on: April 17, 2013, 08:38:43 am »

I made temple of Arnok and prayed help against cult, urist was transformed to a holy ward, and few seconds later whole temple crumpled down to a dust and holy ward was transformed back to "normal" less holy urist, then this:



Now, did urist do something to angry god(s) or what is this?
« Last Edit: April 17, 2013, 09:20:21 am by Dwarf73 »
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10736 on: April 17, 2013, 09:54:29 am »

@Raoulgamer,
Sounds like you didn't regenerate the world (or that you generated a world with both Orc and Kobold set to YES).  Kobold style mining is a property of the world.  I would not be surprised if that also cause other errors like your #2, although I've never seen/heard that one specifically.
« Last Edit: April 17, 2013, 10:15:43 am by smakemupagus »
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Fantersam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10737 on: April 17, 2013, 10:54:58 am »

Can I add other tilesets I like without problems?
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10738 on: April 17, 2013, 12:26:00 pm »

Sure, if you do it right.  Not all tilesets are interchangeable, if you do this you need to be aware of the mapping from items to tiles and handle it somehow.  If two tilesets happen to have the same mapping from items to tiles you just change a line in the init file.

Torgan

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10739 on: April 17, 2013, 12:33:41 pm »

it seems to spawn magma on the square that the spawn location itself was on, as well as on any surrounding squares that have floors but not walls.  so spawn location in 3x3 hole then drop something (e.g. a floor tile) onto it, might work better than spawn location on a pillar that is surrounded by air.

Hm. I have magma-safe flasks. I have magma smelters and such. But I still don't get an option to fill a magma bottle. If I use the manager, the order just sits there, verified.
It's not an option at every magma building. I have it as an option on magma arc furnaces, blast furnaces and crucibles but that appears to be it. Haven't built any rune buildings yet but I think I have all other magma buildings. You don't need magma safe flasks, my dwarves used a leather waterskin for it. I couldn't seem to get it to work properly with the spawn point on top of a support though, maybe have to try that dropping a floor on top of the spawn point as suggested by Smake.

Dwarf73 - there's a bug with DFHack (I think) that causes boiling rock reactions (which I think is most of the transform reactions) to deconstruct the workshop. It's been mentioned a few times recently.
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