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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 1858429 times)

Meph

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11055 on: April 26, 2013, 05:34:16 pm »

Yes. I changed no stats otherwise. I did tweak some reactions, and added the special tag, so you cant order them from traders, but those are the only ones I did change.
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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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Vorsh99

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11056 on: April 26, 2013, 05:38:16 pm »

please PM me a guide on how to re-enable Concubines I dont like having features removed this isnt an MMO.
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Kurik Amudnil

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11057 on: April 26, 2013, 05:42:59 pm »

I was told yesterday that the fire_safe token only works on a handful of objects, not on all. Its a bug, and these buildings cant be build atm.

Solution: Open data/save/region#/raw/objetcs/building_masterwork and building_furnace_masterwork.txt, and find your FIRE_BUILD_SAFE tags and delete them, but only for those building you cant build.

Thanks for the offer, but if I upload the old version, if will be DFFD as well.

I tried to make an armor mod with generic reactions that would use any armor metal.  The way I did that was by giving those materials a reaction class for armor etc.  The same could be done with fire safe and magma safe so that instead of using the [FIRE_BUILD_SAFE] use the created reaction class.  Wont work for glass though because the glass is a built-in material

I just tested this real quick and it seems to work just fine

so something like ..
Code: [Select]
[INORGANIC:GRANITE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:granite][DISPLAY_COLOR:7:7:1][TILE:132]
[IGNEOUS_INTRUSIVE]
[IS_STONE]
[REACTION_CLASS:FIRE_BUILD_SAFE] added by me
[MELTING_POINT:11440]
[SOLID_DENSITY:2600]

and
Code: [Select]
[BUILDING_WORKSHOP:WHATEVER]
...
[BUILD_ITEM:1:GRATE:NONE:NONE:NONE][REACTION_CLASS:FIRE_BUILD_SAFE][CAN_USE_ARTIFACT]

would make it so that the whatever workshop would require a granite grate or any other material in which the new reaction class is defined.  This would require updating all accessible materials to add the [REACTION_CLASS:FIRE_BUILD_SAFE] or [REACTION_CLASS:MAGMA_BUILD_SAFE] to the appropriate materials.  We don't even have to call the reaction class FIRE_BUILD_SAFE, we could call it FIRE_SAFE or MW_FIRE_SAFE, just so long as we are consistent

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11058 on: April 26, 2013, 05:51:44 pm »

Can we also just exclude wood and bone grates or querns by requiring "INORGANIC" in the build mat?
(well, i hope so, since that's what i tried in Orcfort)

Rumrusher

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11059 on: April 26, 2013, 05:53:33 pm »

hmm the idea of glass cannons that have a touch of death attack makes me want to work on an idea of how they grow.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11060 on: April 26, 2013, 06:08:02 pm »

@Rumrusher: What do you mean? Grow?

@Kurik Amudnil: In theory yes, but I can fix that problem a lot easier. I just didnt know that the FIRE_BUILD token was restricted to just a few items.

@Vorsh99: Sorry, but no. It makes no sense for me to remove them, just to tell people how to mod them in again.
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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 :::

Vorsh99

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11061 on: April 26, 2013, 06:16:42 pm »



@Vorsh99: Sorry, but no. It makes no sense for me to remove them, just to tell people how to mod them in again.

That doesn't make any sense, why would you cut out content like concubines- and then forbid people from making their own, or telling them how when they ask? Moderator can't control content of mods people own privately.

The whole game is about killing and devil worship, which makes even LESS sense.

And babies can be killed, kidnapped, there are devil creatures disease.

Seems like more censoring is needed.

I'll just make my own concubines.

How else will playing one-handed dwarf fortress make sense???


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smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11062 on: April 26, 2013, 06:18:11 pm »

I didn't see anyone forbidding you from making your own.

Kurik Amudnil

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11063 on: April 26, 2013, 06:26:49 pm »

Can we also just exclude wood and bone grates or querns by requiring "INORGANIC" in the build mat?
(well, i hope so, since that's what i tried in Orcfort)

If the goal is fire safe, then I believe INORGANIC would also include lignite and bituminous coal which are not fire safe .. but who would make grates out of those?  I suppose that if they do they deserve to experience the result.

@Kurik Amudnil: In theory yes, but I can fix that problem a lot easier. I just didnt know that the FIRE_BUILD token was restricted to just a few items.
Sounds like there is an easier way so I will leave it at that.

Meph

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11064 on: April 26, 2013, 06:28:54 pm »

Moderators cant control it, but if Toady One asks me to please remove them, I see no problem in doing so. It is his game I mod for, and I am not entitled to anything. Neither are you. Now, for the reason why:
Quote
How else will playing one-handed dwarf fortress make sense???
Because of the possibility of such comments. I have no problem with sex and prostitution references, but the US press is far less forgiving. This is also the reason why Toady never added dwarves using toilets. People would focus on that one part, devaluing the game as a whole. So, here we are. I removed a part of the mod, a small one that I myself wrote. I gave a valid reason for it. I can only ask you to please refrain from modding them back in.

@Kurik Amudnil: The goal is actually to circumvent materials with a COLD_DAM point of lower then 8999. A quirk of the vaporstone template and autosyndrome.
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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 :::

Vorsh99

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11065 on: April 26, 2013, 06:40:54 pm »

Moderators cant control it, but if Toady One asks me to please remove them, I see no problem in doing so. It is his game I mod for, and I am not entitled to anything. Neither are you. Now, for the reason why:
Quote
How else will playing one-handed dwarf fortress make sense???
Because of the possibility of such comments. I have no problem with sex and prostitution references, but the US press is far less forgiving. This is also the reason why Toady never added dwarves using toilets. People would focus on that one part, devaluing the game as a whole. So, here we are. I removed a part of the mod, a small one that I myself wrote. I gave a valid reason for it. I can only ask you to please refrain from modding them back in.

@Kurik Amudnil: The goal is actually to circumvent materials with a COLD_DAM point of lower then 8999. A quirk of the vaporstone template and autosyndrome.

While your logic is sound, I feel obligated to inform you that your linux build still features this, correct?
It's easy enough for someone to load in linux and get the text files from 2f and simply modify your 2i build with this removed function.
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b_knight286

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11066 on: April 26, 2013, 06:42:59 pm »

And now he knows to fix that.  No more arguing, the game is demented enough without adding sex slaves to the list, heheh.  Let's just go back to lighting our children on fire so they become immune to fire.  And then have them mauled by dogs to desensitize them to violence and train military skills so they can be USEFUL.  And smashing nobility into pancakes, and....
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jonveck

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11067 on: April 26, 2013, 06:44:40 pm »

Love the new Guild Hall designs, Meph.  They look great.

Oh, and speaking of changes to metals, how hard would it be to include a button to allow iridium as a player's opinion (like meteorite used to be)?  I always loved the idea of the super rare metal that occasionally popped up in my smelters that was effectively super steel for extra-special items, as a lay-over until I dug down for true candy.  Or was there a particular reason why it got the axe?  (I suppose I could always mod it back into my games, or maybe make it the ultra-rare product of a reaction involving slag.)
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Vorsh99

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11068 on: April 26, 2013, 06:51:03 pm »

And now he knows to fix that.  No more arguing, the game is demented enough without adding sex slaves to the list, heheh.  Let's just go back to lighting our children on fire so they become immune to fire.  And then have them mauled by dogs to desensitize them to violence and train military skills so they can be USEFUL.  And smashing nobility into pancakes, and....

Spoiler (click to show/hide)
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Meph

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Re: ☼MASTERWORK-DF☼ V.2i - New Poll - Embassy, Orcs and AdvFort.
« Reply #11069 on: April 26, 2013, 06:52:00 pm »

Vorsh99: Yes, I know. It doenst matter right at this moment, but I will know more in a week. Honestly, I didnt expect anyone to say anything, because I remove, add or rebalance features all the time, without getting too much discussion about it.

Knight286: I didnt say I do not find it strange either, that sex is bad, violence is ok. Even Toady seemed to find this odd.

Jonveck: Just started with the code for the guilds. Will be a long night, and probably a long day tomorrow. About the iridium: While the material itself has been removed, in its functionality it has been replaced by Orichalcum. Orichalcum is a real-life mystical super-material and I can give it values like I want to. Several people asked why iridium is not like the RL iridium, so this is my solution to it. My magical super metal will not carry the name of a RL metal anymore. You will still get Orichalcum from ore and smelting the same way you got iridium. Just a name change.
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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 :::
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