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Messages - aantn

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1
DF Modding / Re: Dwarf Builder 0.34.09v12 for Mac OSX
« on: May 19, 2012, 06:41:51 pm »
Is there any chance we'll have an option to bake Masterwork into DF?

2
DF Modding / Re: AUTOMAGICALLY REMOVE ANIMAL MENS FROM RAWS
« on: May 14, 2012, 10:12:53 pm »
You don't need to put anything. But if you do add a license, you probably want a license that encourages participation rather than restricts it. I would recommend using the BSD license and adding a one-line reference at the top of the file.

3
Ok, so batch workshop has a higher priority all of a sudden ;) Please note that custom gloves have no left/right and wont work properly, so they cant be added.

Soldier Set: Helm, Breastplate, Greaves, Boots, Shield, Backpack, Flask.
Archer Set: Helm, Mailshirt, Greaves, Boots, Shield, Backpack, Flask, Quiver.
Clothing Set: Cap, Shirt, Pants, Shoes.
Medical Kit: 1 Crutch, 2 Splints, 2 Thread, 2 Cloth, 2 Soap.
Bed Room Set: 1 Door, 1 Bed, 1 Cabinet, 1 Chest.
Fancy Living Room Set: 1 Door, 1 Bed, 2 Cabinets, 2 Chests, 1 Armorstand, 1 Weaponrack.
Storage Set: 3 Bins, 3 Barrels, 3 Bags.

Anything else ? A simple batch option for producing several of the same item, like: 10 tables ? I dont know yet if I should add this to the fitting workshops (would make balancing harder) or make a dedicated "batch workshop"

@stool: Thanks for the "minor typo" catch. This solves the mystery of a report I got with dwarves having goblin nobles... :) Guess no one notcied since no one turns goblins off ^^
Personally, I think I would only use the Soldier, Archer, and Clothing sets.

Thanks for the update. You call that small?

4
Sweet, I didn't notice the fish farm when I voted.

I got the impression Toady was going to tackle improved-hauling next, so it might be longer until the next release.

5
Meph, I hope this doesn't come across wrong, but the most important issue for me right now is a 0.34.07 update. Of course I'm also excited about the new sprites, and you should should work on whatever you enjoy most, as this is your mod.

6
Meph, the new sprites look great. Thanks again for the amazing mod.

7
Is that crayon scribble?  :D

8
Wow, that looks incredible.

Is there any chance you can create icons for the Masterwork Dwarf Fortress mod?

http://www.bay12forums.com/smf/index.php?topic=98196

9
Meph, did you upload the wrong version of the Mac version for 1.5.1? The in-game version number still reads 0.34.04.

10
So how do you effectively deal with druids/whatever that cause trouble. I was going to get my military to just plain kill them but I don't think it let me.
The only entrance to my fort is a twisted labyrinth filled with tame animals, turrets, and mines. Near the beginning are a few walled-in coffins. All the migrants walk by that coffin - if the dead comes back to life, I know one of the migrants is guilty.

Also, to minimize damage, I started building a massive underwater pyramid to bury all my dead, far from the main fortress. I learned my lesson about keeping coffins near the entrance.

11
My turrets are refusing to stay at their guard posts for longer than a few minutes. Is this a masterwork thing or a more general issue with pastures? Annoyingly, even if I pasture them on a strip of land, completely channel out the area around it and remove all access ramps, they still make it back to the hall. Dwarves would stand ?ing till the end of time in that situation but the turrets somehow manage it no trouble.
How can you remove access ramps without trapping the miner?

12
Hi, is there an up-to-date branch of the code on GitHub?

I looked, but all I could find was a repository with commits from one year ago.

13
Great Amarok! You are a legendary dwarf among men.

14
I use the mechanics skill, but the trapper, renamed to "Engineer" or something is way better. Nice idea.
Call it an Igor :)

15
For OS X users:

Sorry, I should have written a quick readme to point out that you launch the game via the df script, like the OS X version of vanilla.  This is the "default" Masterwork settings.  I started looking tonight at the best way to get the Masterwork version of Therapist up and running.  I sent Meph a PM for some info on the settings GUI so that I can work on building an OS X settings app.

Are people interested in having just a MasterworkDF.app that they can run?  What I'm thinking is it will launch the settings/utilities GUI, and you could use the play button from there to launch the actual game.
Yes. From experience, Qt is the best choice if you want a unified crossplatform app.

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