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Author Topic: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021  (Read 897388 times)

CohentheBarbarian

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2325 on: October 25, 2019, 01:28:38 am »

In creature_masterwork_animal the mastodon_4tusks gets smaller at his peak age.

What's an appropriate size for these Wolly
beauties?
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tpssurvivor

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2326 on: October 28, 2019, 06:52:23 pm »

Is there a way to import graphics like LNP?
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Alyfox

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2327 on: November 15, 2019, 08:49:21 pm »

I seem to be having a lot of crashes with worldgen and exporting the legends info in dfhack - is it recommended to use one of the pre-made advanced world gen options rather than creating a new one?
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Alyfox

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2328 on: November 16, 2019, 12:52:40 am »

Also, another weird thing; I don't know if this is vanilla DF behavior or something MW related but..
My orc (snaga) assigned to hunting will go out, shoot his bow at something, then immediately panic and run away. And do this over and over and over and is at the Stressed level now. during embark creation, I made a point of giving hm points in discipline so I have no idea what is going on. Anyone have any ideas?
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Alyfox

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2329 on: November 16, 2019, 02:17:25 pm »

update: the crashing issue appears to be caused by the random creatures add-on: the "crash on save in adventure mode" thread sounded like my issue, poking around in the error log led me to random creatures. I was able to create a new world without incident, but got another crash on dfhack's exportlegends sadly. Does dfhack have its own error logging?
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cedstonge

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2330 on: November 30, 2019, 01:39:45 am »

Hey ! Im currently playing Dwarves, and when ever a siege or any kind of invader appear they just leave right after! any idea why ?
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Meph

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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 :::

HammerDave

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2332 on: December 27, 2019, 04:56:02 pm »

Is there a Linux link for 44.12?  The Linux link in the OP goes to a thread for an older version.
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Alyelia

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2333 on: January 15, 2020, 05:08:52 am »

Hey Meph, Great work on this entire thing. This compliation is one of the best things to happen to Dwarf fortress, On a little side tangent ive got a little teeny question. Is there possibly a way to reset the launcher settings? Specifically the World gen tab on the Launcher, The error message; "No default world gen file (World_Gen.original) could be found to restore!" Pops up. Even copying the Orgional dwarf fortress's world gen files into the launchers files doesnt seem to help. Ive reinstalled multiple times and deleted the %Appdata% files and nothing, Its rather confusing. Thanks for the read.
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Metall

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2334 on: February 01, 2020, 04:47:35 pm »

Thank you for the best mod and modpack DF has.
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Meph

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2335 on: February 02, 2020, 09:19:31 am »

There are only community-made Linux or Mac packages out there, since I don't have those OS installed.

Currently no way to reset the launcher, but you can make a copy of your game folder and keep one version with default settings around.

Note for everyone: YES, there will be an update for both the villains and the upcoming steam version. I do have to wait for utilities and do tileset-related work first though.
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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 :::

Skuggen

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2336 on: February 05, 2020, 07:33:21 am »

I have an issue where it seems like certain launcher options don't have any effect. I disabled the vermin type that specifically warns about facehuggers before worldgen, but they still showed up in the caverns.
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Alyelia

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2337 on: February 06, 2020, 09:00:08 am »

Thanks for the Reply, *And* An update for Villians, Cant wait. Will keep tabs on this and wait in estatic excitement.
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Slann

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2338 on: February 06, 2020, 07:12:57 pm »

Hello! I have a question about golems. I've been trying to create a mod for personal use for a long time. But nothing clever comes to mind. How do golems work in Masterwork? Can I copy some raw-file, reaction etc for myself, and if so, which ones? Thanks in advance for your reply. Maybe there is a simple way.
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JasperTheUpset

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2339 on: February 07, 2020, 08:19:40 pm »

Are skaven/ratmen still a planned race? I'm struggling to see why warpstone is in the game, what do I use it for? It seems to just be something worthless to kill my miners
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