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Topics - Amostubal

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1
Mod Releases / Legendary Dwarf Fortress Lite v0.04 alpha for 44.02
« on: November 14, 2017, 10:08:44 pm »
Legendary Dwarf Fortress - Lite - v0.4a


Welcome to my newest embarked on project.  Legendary Dwarf Fortress is a multi race; fortress playable; adventure playable mod pack based on the works of ZM5, Grimlocke, and various other modders.  Its thematically a Warcraft/Dragon's Dogma cross over that plans to flesh out all the various entities provided to us by the ZM5 mod packs. 

Links:
https://github.com/LegendaryDwarfFortress/LDF-Lite

downloads:
https://github.com/LegendaryDwarfFortress/LDF-Lite/releases

What is in this pack? Why is it called LDF-Lite?
Well this is a standard style mod pack that can be installed on top of your own architecture setup.  It requires you to have a DF 44.02 and DFHack 44.02a-r1 (additionally TWBT for 44.02 if you wish up to you).  this is just the layout of my hack scripts and data, along with my raw codes, a few of my own graphics are added in (I'm not great at it but I'm working on it). all of them are stored in their correct position, so it should unpack properly for whatever OS you are using.

Goals:
  To create several different styles of fortress play unusual to standard DF game play and ability. Recognizing the collaborators who have worked so hard on the Mods that are included in this pack!

So what's included?

Fully Installed:
ZM5's WC/DD Mod pack
ZM5's Cave Revamp
Grimlocke's Historic Arms and Armor
Current work from Me, Amostubal discussed below.

Additionally a plan has been laid out to create playable fort modes through several entities of ZM5 and new ones planned by Amostubal.

Currently, the initial work is Dwarf Fort Mode, This is an initial push, an alpha, the full product really isn't produced yet and work is moving along as fast as possible. 

this release is mainly to show that I am working on it, and I will try to ramp up my production rate as I start to get more feedback.

additional Information in next few posts!

2
Masterwork DF / How to utilize the Github to send in fixes, etc.
« on: June 28, 2017, 09:06:37 am »
So I know a few people don't know how to use github... I'm going to go through it real quick right here.

First off we have a github organization here:
https://github.com/Modified-MW-DF

you need to create your own account on Github:


Follow the steps to get your own account then return to our organization.  From there click the link to modified-mdf.


on the next page, look in the upper right and click where it says Fork:


after answering the popup it will send you to your own fork:


Now then from there click Clone or download and the Open in Desktop:


that should give you the download for Github Desktop.  Install it.

Now then in Github Desktop, you can directly clone your fork onto your desktop: (you will have to login to your github account before you can get this option)


After doing all of that,  It may take a moment for the clone to be created locally on your system...
You should have a screen that looks like this in github desktop:


And thats all you need to know about how to github, fork, clone, sync, and pull.  send me updates.

3
Masterwork DF / ☼Necromancers☼ Discussion of possibilities
« on: June 21, 2017, 12:47:57 pm »
Okay, so I posted a poll and a majority of the vote went to Necromancers, so true to my word lets discuss the possibilities!

well this was my suggestion, initial reaction was bad so I'm putting up a poll.

Spoiler (click to show/hide)

4
Masterwork DF / Status of update from 1.24c to 1.24d
« on: April 17, 2017, 12:43:12 pm »
Status of update from 1.24c to 1.24d.

I've made some serious progress on the front of cleaning up the entity files by finishing the entity_good_dwarf.txt in just over 4 hours.  I'll post it in sections over the next several posts.  I've pretty much figured out the gui bug and defeated it through cheater bars.  the file is now organizable (which has been done) and cleaned up (really its been getting a lot of chop, cut, copy, paste done.  removed a lot of unnecessary tags (there is no reason to remove mod items like stal and grim, if the mod item text itself has a tag breaker in it).  Formatted to look prettier and easier to read, also easier to duplicate into other entity files.  I'll finish off the "playable" races first then move on.  Even with additional comments and a fixes, the file length over all was reduced by ~15% due to so much junk data, repeat entries, items/reactions/buildings that no longer exist in any format, unnecessary tag removals, and basic good practice formatting.  Okay lets see how well I can get it to display here...

-Amostubal

5
Okay, so I've been working on my expanded dictionary for the last 2 weeks... it was a complete restart.  This time around I took a new approach.  I grabbed up the original vanilla word list, generated an item/animal/plant/ inorganic list from the vanilla DF scripts, and then culled al the unnecessary words (because they were in the original vanilla word list), added to that a list of professions-to-actions(i.e weaver->weave/clothier->sew) from the vanilla game.  Then did a massive search of the original oxford dictionary file I had used to create the original work for verbs and adjectives not in the pack.... from that list I culled a large portion of it (do we really need 8 words for laugh or humiliate?) and i came up with a list of ~1050 word entries to add to the original (including everything I mentioned above)

that would bring the word total to ~3,250 from the original vanilla DF list of 2,198.  total nouns, verbs, prefixes, adjectives wil be at around ~5500.    to put this into comparison the last version of the extended dictionary vanilla edition was ~12,000 words and ~28,000 N.,V.,pref., and adj..  its a reduction of about 1/6th of its original massive size.  now then I had set this up in stages:

A. Vanilla DF version first.
1. create addition list for vanilla DF - almost complete.
2. create symbol tables for the addition list - need help.
3. create word files and new translation files based off the above. - prepared to do after I grab up symbols and confirm the addition list.
4. release the vanilla DF edition.
B. Masterwork DF version second.
1. create addition list for masterwork - will use the vanilla version and do a re grab from a set of masterwork files and cull it as need.
2. create symbols for masterwork additions - need help.
3. create MWDF version word files and add MW word translations / additional race translations to the pack.
4 release the masterwork DF edition.

I really am trying to get it done... but what I really need is community input.

I have posted over on my mod forum page 2 lists(here), I need people to look over them and see if there is anywords you really want in the game that aren't there and any words you think I should of removed.  basically criticism.  Here's the thing that I know people are going to say:
where are all my curse/offensive/vulgar words?  yeah I had to make decisions on the fly to cull the list and really do you know how many vulgar words were in there?  How often do we need to hear of the embark of the flaming vaginas joke?  I left some standard ones in and some "risque" words that weren't so obvious (I have some risque work to do as I erect this monolithic stone here in front of that curvaceous statue of the nude burlesque dancers.... damned bastard next doors bitch of a dog wont quit barking all night long...)

so here' the same two lists from my own mod forum, for review here.  understand this is only the first step to the vanilla edition.

post 1: words created based on item names and jobs, etc.  things that do exist inside of DF:
Spoiler (click to show/hide)

6
Masterwork DF / Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
« on: March 16, 2017, 05:49:11 pm »
Modified Masterwork v1.29 (43.05 x64)

Windows version:
7z here: http://dffd.bay12games.com/file.php?id=12768
Github release page for zip and tar: https://github.com/Modified-MW-DF/modified-MDF/releases

github repository here: https://github.com/Modified-MW-DF
Discord Channel here: https://discord.gg/cRbmUAZ
Bay12Forums here: http://www.bay12forums.com/smf/index.php?topic=163261.0

If your interested in helping with the project, here's how to use github to send in changes:
http://www.bay12forums.com/smf/index.php?topic=164688.0

This is Modified Masterwork v1.29 (DF 43.05 X64)

based off MW v1.23 by Meph.

DISCLAIMER:
Spoiler (click to show/hide)

Changes:
Old Change Logs:
Spoiler (click to show/hide)
version 1.29:
- More manual updates
- more Hidden Gems - I need to know if you think the amount is high... I can make them go lower, randomly the treasure, fossil, relic, tears of armok, and blood of armok will appear while digging through layer stone... the warpstone gem appearance has been reduced.
- Kobold - cobalt anvil fixed.
- fixes for soundsense
- fixes to adventure reactions
- orc embark fixes
- library fix
- standardized milk fix.
- masterwork wood crafter reactions - cost reduced to 1 plank for balancing issue.


7
Masterwork DF / volunteers to test an issue.
« on: March 10, 2017, 11:00:09 am »
Alright, I need some willing volunteers...

Here is what I came across:

While meddling with language mod(download in my signature below) I accidentally dropped the wrong copy into an fresh unpacked masterwork v 1.23.  the copy I dropped was the original set from version 1.21.  When I went in to run tests to verify the changes I made to my mod, I realized I had the smaller word set in.  So of course I scrapped the region folder, put the right set in, world generated, and went to block graphics when attempting an embark.  at this point I remembered I had forgotten to LAA the dwarf fortress.exe.  of course I face palmed but then suddenly realized a major issue.  I've since ran both the original language file and my mod file multiple times through world gen. 

It appears that
1. If I have the smaller original word list I can create all sizes of worlds, all lengths of time, all number of civs, etc; and
2a. If I have the larger word list I have to restrict size to small or pocket worlds, shortest or short time, smallest or small for civs;or
2b. If I run bigger world gens than that, they wont load to embarks. 

What I need is a verification on this.  Here is a link to the original smaller word list:
http://dffd.bay12games.com/file.php?id=12758

I need some people to:
1. download this file;
2. put it in their raw/objects folder in a clean freshly unpacked, no LAA, version 1.23 of masterwork;
3. attempt to create large old multi civ worlds;
4. check and see if you can embark with no problems.

then redo the entire test with the large word list languages.
 


I need multiple tests, multiple data points.  here I have 3 computers and I hit the similar failures, either the block graphic issue, full crash on attempting to embark, or full crash during world gen saving on the highest settings for all.  I don't get it with the smaller language file, just the larger one.

I'm rather upset about this, because I ran tests on the language files when me and Meph first came up with the idea.  I had no problem testing it, but I wasn't creating anything but 5yr low civ pocket worlds, because I wanted fast world gens so I could test the language outputs quicker.  At those sizes, it apparently causes no issues.  But I need some people to verify this.

It wasn't until the language set went live in 1.23 alongside the meph tileset did we start having problems, and we all focused on the tileset because it was the graphics that seemed to be acting up.

Please and thank you for any information of tests provided.

8
Masterwork DF / Masterwork v 1.23 Repository for bug fixes
« on: February 23, 2017, 08:40:36 am »
These are some known bugfixes for Masterwork, current version 1.23.

I'm making this post to help reduce the amount of repeat questions on the same topic.  I'm going to reserve the first 3 posts so that I can edit and add in links to each fix provided in this post.  When Masterwork updates to next version, I'll check the fixes and see which have been implemented and record that they are implemented.  I'll also accept links from Boltgun and other modders of the Masterwork files to current versions that have not been implemented in the current version of Masterwork.

This is in no way to step on anyone's toes, its simply to assist in making Masterwork as functionally current and fun as possible to all players, new and old.

Rules for this post:
1a. Either place your fix in a code box pointing out where to make the edit at; or
1b. Post a link to where the fix is.
2. Keep the fixes short and brief.  There is no need to write entire dissertations on the subject. If you do, please place those in spoiler boxes... this is for myself as much as for other players.. ahem.
3. Keep idea discussions to other forum posts.
4. Be nice, and please test your fixes prior to posting them as its not valuable to the community to have a not useful fix.
5. Please keep the clutter down to a minimum, useful posts please.

Thanks to everyone in the community for all your hard work writing, modding, and testing the gameplay!

Bug Fixes:
1. Game Crashes/graphics fail during worldgen/world load/etc
1a. Additional fixes for crashing to worldgen/world load from boltgun.

Creature Fixes:
1. boulder crabs don't lay eggs? - fix by heydude6

Dwarf Fixes:
1. clay issue, fixes issue in Kobolds also

Succubus Fixes:
1. Current Succubus version - by Boltgun

Kobold Fixes:
1. clay issue, fixes issue in Dwarves also

9
Masterwork DF / Assistance Requested, Inquire Within...
« on: January 13, 2017, 05:08:24 pm »
I'm going back to work on the expanded dictionary mod this week.  I'm planning on reducing the word count by another 3k of ambiguous, junk, or ill-fitted words.  I know many people have seen various words in the masterwork over the past couple of months that weren't well suited and I'm looking to get rid of them... After I reduce that far I'll also do a rework of the individual language files for the races(orc) that ended up with "annoyingly long words" as it was so lovingly put to me the other day.  So my question is, what have you seen that you really think just needs to go.  On top of that I could also post excerpt clips (say 200 words at a time), for people to review and say yeah get rid of that one.  The current version is at 13,510 entries.  The goal is 10,000~10,500.  Is anyone interested or have suggestions?

10
Masterwork DF / Ashnaratsrithmog: Cryterror, An orc's story
« on: January 02, 2017, 11:04:40 pm »
Excerpt From Ashnaratsrithmog: An Orc's story - written by Matughagak the Urukhai, translated by Amostubal
On a cold mid winter day we set out on our journey.  A wagon full of sand to hide a few tools, rocks, and ores in.  6 unskilled orcs running from the failures of our civilizations past, following a crazy Urukhai wanderer who gathered us out of the slag pits... or maybe he just deceived us to drag us into another slag pit....  We played our parts as we traveled from our home along the shores of Zsinensissine, the last crumbling remnants of our once great race home.  We knew the journey would be long but hope for our own future and the future of our race were strong.

As we traveled along the roads our oppressors had built avoiding towns along the way we came across a Human built wall seperating this land.  We had not the equipment to climb it, so our travels took us inland searching for a point to cross. We wore civilized clothing, no armor, our appearance was to convey humble merchants as our leader Bagroqu had demanded of us.  Each role had been preached to us and practiced daily as we traveled. Along the high wall a tower rose nearly twice its height.  We quickly realized that eyes were upon us... archers staring out from fortifications along the wall and tower.  a squad of ten heavily armored humans stood before a giant gate in the wall, in the road in front of us.

'Keep to your roles,' whispered Bagroqu to me and the others.

'Halt! Orcs, What business you have here in Airydale?' cried out the most decorative of the 10 soldiers before us.  He must of been their warchief.

'We are traveling north to trade sand with the mountain folks of the Sacred-Axe... the far ridge beyond the crag of dispairingwails.  We have no desire for confrontation with Airydale,' claimed Bagroqu with much confidence.  All of this was done in the language of the humans, I asked bagroqu about his knowledge of human words many months later, only to be informed that orcs were not the only ones known to enslave other races.

We stood their in the road for mere minutes that seemed like days, knowing this may be the end of our journey and our very lives... Our little Squigs ran around our feet and squealed at the soldiers staring down upon us.  The human war chief called out to his soldiers to search the wagon... three of them climbed quickly into our possessions, moving and shifting our goods.  hopefully they would not search it too closely, our most valuable items stowed in secret compartments.  The smell of blood filled our noses as they opened our meat storage.  My mouth watered, but I stuck to my role as being a simple merchant... I nearly laughed as the small soldier quickly shut the barrel and stuck his head out of the wagon.  I never new humans could have that shade of green to them...  a few minutes later they cleared the wagon, one of the soldiers reported our inventory to their chief.

After some thought the chief approved of our travel plans, we embarked from the tower through the gate with a squad of human warriors on horse back.  they rode with us for 4 days until we passed another wall and gate, listened to much discussion of humans and the chief of this tower who waved us away.  We had cleared the land of the humans and given orders to return along the same route when we come back from our meeting with the mountain folks... we felt more at ease as we left their lands, and the journey became more laid back, until the morning of the 10th of Granite.  Bagroqu stopped our progression and pointed to a series of hills to the east.  'There my companions, between the 3rd and 4th hill, we will find our new lives,' said our new clan leader.

We traveled through valleys for 5 days until the raw scent of blood and obsidian wafted into our noses we cleared a ridge and we saw the most glorious sight.... A stream ran perfectly through a recessed valley.  A mountain of obsidian rose before us.  Mighty oak trees for as far as the eye could see behind us.  Clay and sand lined the walls of the valley on both sides.  'This sand is soaked with the blood of a great army, stained permanently red from the very strength leaving their bodies.  Here we will raise anew our civilization will be saved by our very actions on this land. Here we build Ashnaratsrithmog*! For from here we will cry terror through our enemies and they will remember us forever!' spoke Bagroqu.  (from Amostubal, Ashnaratsrithmog literally translates to Cryterror fitting for an orc fort that brought the fall of so many civilizations.)

Bagroqu barked,'You 2 grab the picks and dig the earth as I have ordered, you 2 grab the axes and fell these trees.  Tonight we dine and tomorrow we plot our vengeance on the vile races of this land!'............................





Welcome to my Post on how I orc fort.  Its been an on going conversation, and I decided to get into the details of how I do orcs.  If you disagree or have any suggestions while I move through it, I'm fine with criticism.   I'll play this out for a week or so... maybe longer... who knows how well it will go.  Also let me say that I'm not saying you have to follow this path, its just the current path that I take when I'm 'orcing it up'! 

First off though lets discuss what settings and mods I'm working with.

Pretty standard.  I will be running the Meph tileset with TWBT font set to Ishmera and 5 z-levels.


yeah some people hate the standardized stuff... I love it.  I'll leave aquifers on... cross your fingers. 


Mod options... I'm skipping earth strikes back... it just always feel buggy to me.


Yeah I'm ignoring aquatic animals, birds, and sapients.... agravating... I'll leave all the werewolfs and vampires in for fun.  This is a little more then I normally add in so expect the fun.... oh and I set the men/woman to 0 I hate sapient life forms... and large creatures to 20.

okay on the civs and invaders page: I've only have Orcs available for fort mode.  I removed all other slavers from active... just don't want a world with a bunch of traders I don't want to deal with.  All the evil, savage, and civilized are active.  On the orc mod page all options are selected. so lets jump in and create a world:


Pretty standard for me... I want the orcs to have time to gain access... maybe have a decent story... lets build it and see what I can find in an embark...
For those that love to read these:


so hopefully I'll have a mountain with no aquifer, and a forest area with an aquifer and sand somewhere.... hopefully not all wet.  Hopefully a peat layer, cross your fingers... and of course trees and shallow metals!  so I can get some raiding going early... who knows.

so lets set up the embark party:
Matughagak Lagakbologhaakh "Hellishcongeniality"- 27 - Male Urukhai
Horbagakh Gazatabazaghamuzgak "Aureatebackbitings" - 30 Female Urukhai
Ghashagakhakh Pushnaakhsnazguul "Massagednightmares" - 27 Female Peon
Ughamuzgak Lagakgimauhump "Helishstonkers" - 45 Male Peon
Zatalat Gaasharkuurzhorbagakh "Issueputrefyed" - 37 Female Peon
Urbagakhak Azagrishamuulurb "Spinstermonster" -31 Male Urukhai
Bagroqu Uzgazgazgakhardbuubagrimat "Spitefulwrits" - 45 Male Urukhai

the only one with any skills set is Bagroqu with a 2 points in Persuader, Negotiator, Judge of Intent, Appraiser, and Conversationalist.  He will be my everything I know its not a great pick, but he will work for now.

the rest will be on autolabor as I hate trying to decide these things... I usually pick these guys for military duty...  the peons are nearly useless... I refer to them as the "better then a goblin" orcs.

now to Items:

One change here - 2 quivers - I forgot them, I had to trade for them in month 3 to start hunting... really can't believe I did that.  I'd switch stone or tetrahedrite for them.
so lets go:


And That my friends is an Orcish Valley:




At which point I layed out my initial design for a base:
z=129: Initial workshop floor, Shops, Depot

z=128: Main hall, water access for fishing, drinking, area for breeding squigs, food etc here too, can access a sand layer for farming if needed and other "fun" stuff.

z=127: Raid Floor, the left side is where 5 raid docks will be built, north and south seige shops, upper right slave cells, lower right goblin/kobold shops.

z=126 will be housing - not planned yet
z=125: Foundries, this floor will be magma heated eventually (around month 6 to 9) after I start raiding regularly and have access to more metals.


in addition all the trees on the east side of the river are designated for chopping.  I then go into z:Status ->stocks->e:enhanced view where I target the 100 sand(bags and all) and set it dump.  I then set a dump spot one square from wagon so the orcs who dump the sand wont have far to go.

This is plenty of work for all of them and it's time to do start working.  I really don't care what these initial 7 become, I rely on future Orcs to become armies etc usually.  So we "enable autolabor", and let the scripts decide who does what.  I also use "fastdwarf 1 0" as I really don't like waiting on the guys to slowly roll around the map doing things.  So all of what your seeing is planned on day 15 of granite in the year 250.

Granite 27 - most of the bags are dumped and the first floor is dug, second floor is d->M except for the path to water.  On the first floor a Carpenter, Craftorc, Mason, Mechanic, Bower and smelter shops are built.  Build 8 magma safe blocks, 2 rock tables, 1 wood table, 4 wood chairs, 3 minecarts(for quantum stockpiles if you don't like them then ignore this), 1 wood pump mechanism, 2 armor stands, 1 weapons rack, 10 rock mechanisms, 2 wood bows, and a standing workflow order to create wood arrows.  As soon as the blocks are built, a Molten Pit is to be built on the first level.  I avoid the center area all together, placing workshops along the wall.  In the Molten Pit a standing workflow order to maintain wood to coke production (I've not hit any lignite, peat, or coal yet or I would move to those for coke production).  As soon as Molten Pit starts producing coal, I set the 2 gold nuggets and platinum nugget for smelting, along with a repeating order for the tetrahedrite... ignoring any metals I'm currently digging up.

slate 7 - second floor finished, were nearing the 1 month mark.  At this point I install the equipment for quantum stockpiles, but don't set up routes.  I also designate an area for a remains/corpse stockpile along a diagonal path from the second floor room.  near this stockpile, along the wall of the second floor, I place a kitchen, butcher, tanner, leatherworker, and a boneforge.  I setup 12 more blocks and 5 wood tables to be built for future buildings.

slate 15 - all the materials are ready.  I build all 5 Caravanserai buildings (yep even the shadowbroker),  I also build a tribal wargear shop on the second floor.  In my craftorc shop I set up a workflow order for 10 large rock gems set to a junk material (current case cinnabar).  We are really about ready for full production in 1 month from embark.  Also the Depot is constructed, all of these large 5x5 shops are placed inside the first floor center area leaving a 5x5 space around the center stair way.  the entry routes for the wagons are cut along with the rejection route.  Soon we will build bridges so that routes in and around the first floor can be restricted as necessary, for defense.
We need a forge and I place it on the first floor and have a copper chain made.  this plus a rock table from earlier we can build a traction bench and then a dismembering theater.  which I place on the second floor... And then I butcher the 2 hauling animals, this time a Dromedary and a Tuskox.  This will provide me leathers bones and fresh meat for use in making bonemeal -> bonemold ->bloodsteel...  but first I will make 2 quivers, since I forgot them at embark, so I can establish a hunting crew.

Slate 20 - I set up the rest of the orthoclase to be turned into blocks and mechanisms (I need 12 of them), since I have a ton obsidian(in other words don't do this if you don't have obsidian).  The orthoclase blocks and mechanisms are for 4 bridges(defense) and their levers.  as soon as there is enough I build the gates to block the entries into the base.   this is completed by Slate 30.  I also go ahead and Designate the raid dock floor to be dug out.

Felsite 20 - the raid dock area is dug out and bloodsteel production is underway.  Bodies are piling up from the hunters.  and I designate the foundry levels to be dug out.  On the raid dock level 4 seige workshops and 5 drydocks...  soon we will be raiding and Its just now the 3rd month.... summer is soon to come.  since copper is the planned metal for raider's kits, bloodsteel picks and axes are made in case the copper picks and axes are picked up for kits.  a bridge is planned to span the stream to enable better hunting and gain access to more wood. 

Hematite 10 - A trader's caravan arrives... and there is no liason... A bridge across the stream was completed as the caravan arrived.  I'm trying to figure out a way to get a orc foundry running... was just about to make a bloodsteel anvil when they arrived, maybe they have an anvil.  I think this is a good place to stop... save the game and continue the story.  Were at 3 months minus 5 days from arriving in this valley.


11
Mod Releases / THIS POST SHOULD BE DELETED.
« on: November 28, 2016, 08:19:39 pm »
TOPIC DELETED AND CLOSED NO ADDITIONAL UPLOADS OR UPDATES WILL BE AVAILABLE.

An issue with this mod along side other large mod systems causes certain issues and since interest never really picked up I decided to remove it completely.

12
DF Modding / question on language and translation
« on: November 28, 2016, 03:02:12 pm »
Is there a way to append to an [OBJECT:LANGUAGE] [TRANSLATION:X] without just rewriting the original file?  I wanted to add a "few" words to my DF.  I can add all the words I want in a separate file from language_words.txt.  But to make them appear say in [TRANSLATION:DWARF], I appear to be required to add them to the original translation list (language_DWARF.txt), I can't make a separate file as it seems to be completely ignored.  I can remove the original file and suddenly it will use the new file, but I want to be able to add to it, instead of replace it.

13
Masterwork DF / Odd dwarf fortress behavior
« on: October 24, 2016, 05:22:39 pm »
Well I was going through and seeing if I could enlarge a struggling dwarf civ, by building quick forts; i.e. 1 year setups of the basics all the way through farms etc.  Speed raise wealth through lots of metal gear and piles of crafts.  Anyways after my second fort on the map... suddenly certain mods acted broken.  I had living rocks popping up randomly, when the mod has been off, and my waterwells won't spawn water, they spawn lava instead.... I even tried a golem forge on the 3rd one.  It wouldn't produce golems... now I'm baffled.  I'll upload it tonight if anyone wants to look at it.

14
Masterwork DF / Leatherwing bats...
« on: October 19, 2016, 09:16:44 pm »
Okay I have had trouble getting theverything leatherwing bat skins to tan... I'm in a dwarf fort, last I checked it had the more leather and standardize leather turned on.  Not sure what happened, because I've turned it into leather before.  Doesn't seem to let me turn them into parchment either.

15
Masterwork DF / Eliminators Hauling around stuff for no reason?
« on: October 09, 2016, 06:47:08 pm »
I have this Eliminator:


Hees just running around the Crystal Tower carrying an artifact Great Axe along with half a dozen other items.... I can't get him to drop it... I've tried to forbid it, mark it as dump, etc.... any suggestions beyond killing him?

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