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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 1859383 times)

urmane

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10740 on: April 17, 2013, 12:47:08 pm »

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?

Dunno, but I just watched my Temple go poof as if it exploded.  No messages, no injuries, no nothing - I would have been very confused had I not happened to have seen it.  It's a nice feature, tho - Armok is displeased, blammo, build another temple :)

Also, I just had a horde of metalwraiths appear in my courtyard and attack - I thought they were only from wacky rocks being dug, but it appears not?  Something to keep in mind.
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tj333

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10741 on: April 17, 2013, 01:00:37 pm »

Can anyone tell me why I have inveders changing into belbilith's when they hit my traps? I have shadowleaf poison and netherhorror on some of my trap compnents plus runes. ButI didn't think that any of those would turn someone into a monster like that.
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10742 on: April 17, 2013, 01:21:40 pm »

Searching for: nether horror
N:\Games\DF\MasterworkDF v2h with Orcfort 1.27B\Dwarf Fortress\raw\objects\plant_fake.txt: 7
N:\Games\DF\MasterworkDF v2h with Orcfort 1.27B\Dwarf Fortress\raw\objects\reaction_kobold.txt: 4
N:\Games\DF\MasterworkDF v2h with Orcfort 1.27B\Dwarf Fortress\raw\objects\reaction_masterwork.txt: 4
N:\Games\DF\MasterworkDF v2h with Orcfort 1.27B\Dwarf Fortress\raw\objects\reaction_orcfort.txt: 4
Found 19 occurrence(s) in 4 file(s)

[PLANT:NETHER_HORROR]
   [NAME:nether horror][NAME_PLURAL:nether horror][ADJ:nether horror]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
      [MATERIAL_VALUE:10]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen nether horror]
      [STATE_NAME_ADJ:LIQUID:nether horror]
      [STATE_NAME_ADJ:GAS:boiling nether horror]
      [MATERIAL_VALUE:5]
      [REACTION_CLASS:NETHER_HORROR]
      [DISPLAY_COLOR:5:0:0]
      [PREFIX:NONE]
      [EXTRACT_STORAGE:BARREL]
      [ENTERS_BLOOD]
      [SYNDROME]
         [SYN_NAME:nether horror]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_INJECTED]
               [CE_BODY_TRANSFORMATION:START:0]
                  [CE:CREATURE:BEBILITH:MALE]
   [EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]
   [FREQUENCY:0]
   [PREFSTRING:ability to turn people into eldritch horros. Seriously, what is wrong with that dwarf]
   [PICKED_TILE:147][DEAD_PICKED_TILE:182][SHRUB_TILE:147]
   [DEAD_SHRUB_TILE:147][PICKED_COLOR:1:0:1][SHRUB_COLOR:1:0:1][DEAD_SHRUB_COLOR:7:0:0]

tj333

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10743 on: April 17, 2013, 02:41:36 pm »

Well damn, I remember people turning into frogs before not bebiliths.
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lwCoyote

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10744 on: April 17, 2013, 02:49:15 pm »

Quick check-in to see if there is any ETA on the next version.. I'm going to be starting an LP series on youtube in the next day or so, using MW2 of course, and I'd hate to start it then have a new version come out right after! :D
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Quote
This is an exceptional obsidian statue of Daral Darkscab.
The item is an exceptionally designed image of Daral Darkscab the dwarf and a slag bar (massive) in obsidian by Ksoth Lolorumril. Daral Darkscab is raising the slag bar (massive). The artwork relates to the masterful slag bar (massive) created by the dwarf Daral Darkscab for the Corridor of Matyrs at Monstergores in the late spring of 312.

I'm so glad my masons have chosen to memorialize the really important events.

Dwarf73

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10745 on: April 17, 2013, 05:50:55 pm »

No it's a materials/df-hack thing. Just alter the raw files to allow you to build structures out of only magma/fire safe materials.

No idea what you mean by that (you need to be very specific so urist mcstupid understands), but I just made temple only from magma-/firesafe blocks, regarding to wiki anyway and still that temple did break immediately after use.
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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10746 on: April 17, 2013, 06:00:17 pm »

I *think* (i don't play that much dwarf mode) that the building construction also takes totems, which are bone and therefore not firesafe.  because of this new DFHack r3 behavior, the totems and therefore the whole workshop are destroyed.  if you have a passing interest in modding you can remove or comment out the requirement for totems that follow this entry (and any other dissolving building that you want to fix)

Searching for: temple of armok
building_masterwork.txt(1891): [NAME:Temple of Armok]
Found 1 occurrence(s) in 1 file(s)

if you aren't comfortable doing that, then you'll have to wait for Meph to roll out a fix

ed.  yeah confirmed, Temple of Armok takes 4 totems.
« Last Edit: April 17, 2013, 06:08:41 pm by smakemupagus »
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Meph

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10747 on: April 17, 2013, 08:39:00 pm »

I'm back. Tomorrow have a look at what I missed here. And wow, 15.000+ downloads of the current version. I didnt expect that.  :o
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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 :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10748 on: April 18, 2013, 12:00:16 am »

Is that 15 downloads or 15,000? I don't know if that decimal point is a typo or not.

Putnam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10749 on: April 18, 2013, 12:25:50 am »

Decimal places and commas are swapped in number use for most of the non-English-speaking world, so that pi times 1000 is about 3.141,5926...

Hefateus

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10750 on: April 18, 2013, 12:26:30 am »

No it's a materials/df-hack thing. Just alter the raw files to allow you to build structures out of only magma/fire safe materials.

No idea what you mean by that (you need to be very specific so urist mcstupid understands), but I just made temple only from magma-/firesafe blocks, regarding to wiki anyway and still that temple did break immediately after use.

If you go into the raws and change it to use a statue of some type instead of the totems that fixes it. I copied my reaction from the temple of armok.
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Dwarf73

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10751 on: April 18, 2013, 06:11:59 am »

I *think* (i don't play that much dwarf mode) that the building construction also takes totems, which are bone and therefore not firesafe.  because of this new DFHack r3 behavior, the totems and therefore the whole workshop are destroyed.  if you have a passing interest in modding you can remove or comment out the requirement for totems that follow this entry (and any other dissolving building that you want to fix)

Searching for: temple of armok
building_masterwork.txt(1891): [NAME:Temple of Armok]
Found 1 occurrence(s) in 1 file(s)

if you aren't comfortable doing that, then you'll have to wait for Meph to roll out a fix

ed.  yeah confirmed, Temple of Armok takes 4 totems.


Urist mcstupid did find this file (on 2nd try anyway) and deleted line that did mention needing 4 totems, seems to work now, thank you for detailed instructions  :)
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Fantersam

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10752 on: April 18, 2013, 07:17:54 am »

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.

Can you explain that a little further?
On the wiki I see soo many great but outdated tiles.
What exactly do I have to do?
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urmane

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10753 on: April 18, 2013, 07:38:26 am »

When is hematite not hematite?  I'm seeing in Masterwork, but not in vanilla, where I'm mining a vein (using dfhack's "digv", usually hematite due to amount in this map), and strike a vein of the same material in an adjacent tile.  I'm now paranoid about wraiths, so I usually leave them alone ... but I have done some and so far they seem normal.  Thoughts?
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Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2h - New release with dfhack r3. And gnomes.
« Reply #10754 on: April 18, 2013, 07:57:39 am »

It's a bit weird at times. I think it's because of the reduction of different ores.
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