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Messages - palu

Pages: 1 ... 36 37 [38] 39 40 ... 53
556
Masterwork DF / Re: Menu is invisible.
« on: June 29, 2014, 09:36:55 pm »
Try disabling rendermax, trutype, Item graphics, and any other graphical features, and setting printmode to 2d

557
That's a known bug, pretty much only happens there, because it's hard to tell what part of worldgen it's in, but the rest of the time it works great.

558
setting all the software up.
Does that software include Git?

559
Masterwork DF / Re: 30 Days of Modding - Day 9 - Guilds and Council
« on: June 27, 2014, 04:28:59 pm »
You mentioned a while back that the upgradebuilding script allowed you to make buildings like the dwarven guildhall rotatable, so the door would look right. Are there any plans for doing that, especially with building like the university? It's always bugged me when you have these big 11x11 buildings, and the dwarves just ignore the door and walk right through the wall because the building is reversed relative to them.

560
Masterwork DF / Re: Please vote on this, its important - Human Guilds
« on: June 27, 2014, 04:25:13 pm »
I really like how each one is distinnct, instead of identical cookie-cutter buildings. Also, I like the guildhall training idea from a while back, perhaps make it an alternative to the university. Like, the training at the university costs coins, while the guild training is less efficient, and uses guild-appropiate materials.

561
Is the multi-z view on Github too?

562
Masterwork DF / Re: Please vote on this, its important - Human Guilds
« on: June 27, 2014, 08:52:21 am »
Looks great, but yeah, they could be a little smaller. Also 5000 coins? That Seems like an awful lot. Where are humans going to get them all? Especially since they don't mine.
Edit: Also, I thought sawmills would be a basic human building, seeing as wood is their primary building material. Not something they have to pay 1000 gold for, and probably focus on the carpentry industry.

Also, especially in the early stages, it's kind of hard to tell what guild hall it is. Other than that though, it looks really good.

563
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: June 25, 2014, 07:05:43 pm »
Stupid question I suppose but do I need to generate a new world each time there is an update to make use all the tweeks and new goodies?
Sadly, yes.

564
I decided to build a huge wall around my fort, had dwarves strip mining, making blocks, and building the wall. Then winter came. I had neglected to settin up any farming or brewing, and I had a line of dehydrated corpses and blocks leading from the entrance of my fort to the construction site.

565
There have also been many new DFHack improvements, might want to check those out.

566
Masterwork DF / Re: 30 Days of Modding - Day 6 - Human Buildings
« on: June 24, 2014, 02:52:40 pm »
I've been waiting for this. Please do it!

567
Masterwork DF / Re: UPDATE - V.5.08 - Best update ever ?
« on: June 24, 2014, 11:34:13 am »
I get that too on the default tileset, I think it's because it cans detect whether a dfhack viewscreen is fullscreen or not

568
Masterwork DF / Re: ☼Kobolds☼ - Everything Kobold Mode
« on: June 24, 2014, 09:29:16 am »
It doesn't bother me much, just confused me at first.

Are the Refurbish reactions intended to consume their reagents?

569
Masterwork DF / Re: ☼Kobolds☼ - Everything Kobold Mode
« on: June 24, 2014, 09:02:06 am »
Some of the kobold castes have screwed up profession names, like Bonesaw, Ritual knife, and Scythe

570
Masterwork DF / Re: UPDATE - V.5.08 - Best update ever ?
« on: June 24, 2014, 08:18:59 am »
I can't get nano fortress embark settings to take:  example 1x1
You have to hit Alt-N at the embark screen. Though setting it to automatically enabe whwn you set the size to 1x1 is a neat idea.

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