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Messages - Marc420

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Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: December 07, 2012, 11:34:26 pm »
FYI ... I got it working.  Here's how in case anyone else encounters this.

The "spring" save that worked was made right after Embark.  In that it had my init wagon and no work done.  Handy feature that, the option to save then automatically.

I copied the "raw" folder from that save over to the later save that didn't work, and now the "Summer" save can load and at least at first seems to be working ok.

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Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: December 07, 2012, 09:47:00 pm »
Started digging a bit, and for some reason, all of the files in save\region1-sum-201\raw\objects have zero size.  I'd found the string GEM_TEMPLATE in the material defaults file in the save that opens, so I went there and without looking at the sizes tried to open the one in this save that doesn't work and it was empty.  Then I noticed that all files in that folder were size = 0 kb.

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Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: December 07, 2012, 09:37:38 pm »
Downloaded latest version (1.9.5), and played it for awhile.  I really like this so far!  Thanks!

Except ..... saved game and returned to main menu.  Then came back later and tried to continue playing.  Got an error msg about "Missing template: GEM_TEMPLATE".  Tried closing the game and restarting from the Masterwork DF settings app.  Didn't change any settings.  Its sitting on the tab with a link to the manual, and I just pressed the Play DF button again without changing anything.  Same error.

Installed by just extracting this to its own folder, separate from the original DF install that's in another folder.

A search of this topic shows this seems to have happened before, but didn't see any solutions.  Any ideas on how to get around this?

Just tried shutting down the Masterwork Settings (1.9.5) app and restarting ... same error.

I do have Simple Gems on.  Haven't touched that button in trying to relaunch the saved game.

I have two saves ... one from spring of the first year, and one from summer.  I think the first is an autosave as I usually have that on seasonal.  That one loads just fine.  Its only the one where I hit "save game" and returned to the main DF menu that won't load now.

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LOL ... thanks for this.  The very first job I wanted to add to the dfjobs was of course a wooden barrel.  I was scratching my head about how my barrels were ending up 2 dimensional and transparent.  Your link to the updated job list provided me my answer.  Thanks!

For any others who want to make three dimensional barrels with an opaque wood grain look to them, try this  ....

<dfjob name="wood barrel" category="carpenter" type="127" materialType="wood">
        <item type="barrel" material="all" />
        <source type="wood" material="all" />
    </dfjob>


It's a shame you can't specify specific materials for stone/wood jobs (e.g. in order to do "Make nether-cap Barrel" or "Construct bauxite Floodgate") - I know that it's possible to hack active jobs like that (i.e. once they're in the workshop), but adding it that way to the job manager just makes the job take no materials and create no products. Certain odd combinations are possible, though - I added a job with type="129" and materialType="wood" and successfully created a wooden window.

Questions:
How exactly are the "item" and "source" tags (including the misspelled "soure" for clear glass portals) within <dfjob> used?
Is it possible to specify item subtypes by their ID rather than by their [NAME] (e.g. ITEM_TRAPCOMP_MENACINGSPIKE instead of "spike")?

Comments:
Items of type "tool" (85) also need subtypes.
The job list in readme.txt has a bunch of errors in it, since the list in DFHack's memory.xml is similarly incorrect - the list from Dwarf Therapist (located here) is much more correct.

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