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Author Topic: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021  (Read 906094 times)

Meph

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #345 on: June 27, 2015, 07:07:48 pm »

You can. 40.24 has a new init setting for children. It'S not in the Masterwork GUI yet, but you can change it manually in /data/init/init.txt
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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 :::

draeath

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #346 on: July 02, 2015, 08:19:23 pm »

Keybinds seem to be missing a bunch of adventurer stuff. For example, sheathe and yield. Files are 64kb, files from the LNP's "vanilla default" is 69kb. Here's the diff - look for the yellow/orange/red lines. Stuff on the left is the 'keybinds_vanilla.txt' that comes with MDF Reborn V.006, stuff on the right comes from here. Should make it clear what is missing. Not entirely sure what the color codes are exactly, but it should be clear from the side-by-side what's up.
« Last Edit: July 02, 2015, 08:21:20 pm by draeath »
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Urist McAlchemist cancels extract isotope: interrupted by supercriticality accident.
This kea is so raw it stole my wheelbarrow!

Vitellozzo

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #347 on: July 06, 2015, 04:46:21 am »

The same issue of my previous kobold post is about dwarven egg-laying pets, like Bearded Cavernkeet. When they lay eggs, those lack of both Fert. and the N.Fert. tags when looked with [t] command above the nest box the pets have claimed.
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Avernite

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #348 on: July 07, 2015, 05:07:11 pm »

Succubi race doesnt seem to be working for me
I choose them but i dont get any special buildings

Dwarves and kobolds are fine
« Last Edit: July 07, 2015, 05:16:30 pm by Avernite »
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draeath

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #349 on: July 07, 2015, 07:09:54 pm »

Oh, for when you get back from your latest trip. Check out Putnam's metal calculator if you haven't. Silly useful if you're adding in materials with an eye for realism.
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Urist McAlchemist cancels extract isotope: interrupted by supercriticality accident.
This kea is so raw it stole my wheelbarrow!

Meph

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #350 on: July 09, 2015, 02:33:54 am »

Oh, for when you get back from your latest trip. Check out Putnam's metal calculator if you haven't. Silly useful if you're adding in materials with an eye for realism.
I know it, but adding realistic things without gameplay value is a bit against the theme of the mod. I see it more as a strategy game, not as a simulation, but I might consider it as an optional plugin for players that like it. :)
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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 :::

Putnam

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #351 on: July 09, 2015, 02:47:27 am »

it isn't necessarily "no gameplay value"

hell I'd say that having realistic elasticity values is important

or at least that program makes it way easier to make figure out what all those damn values mean

MegaHarald

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #352 on: July 09, 2015, 11:02:26 am »

Why would you remove the option to disable aquifiers? :(
Now I can't use this mod!
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forsaken1111

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #353 on: July 09, 2015, 11:14:04 am »

Why would you remove the option to disable aquifiers? :(
Now I can't use this mod!
Aquifers aren't THAT difficult...
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Emperor

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #354 on: July 09, 2015, 11:18:14 am »

Why would you remove the option to disable aquifiers? :(
Now I can't use this mod!

From DF wiki :

Text editor (All operating systems)
There are three files. They can be found in two different places.
For every new world you make:
   “THE FOLDER DF IS INSTALLED IN”/raw/objects
For worlds that have already been made:
   ”THE FOLDER DF IS INSTALLED IN”/data/save/"THE WORLD YOU ARE EDITING”/raw/objects
The three files you are editing are:

- inorganic_stone_layer.txt
- inorganic_stone_mineral.txt
- inorganic_stone_soil.txt

Open these in a text editior. Open the “Find and Replace” function of your text editor.
Replace all instances of [AQUIFER] with (AQUIFER)
Later on, if you would like to reverse the process, replace (AQUIFER) with [AQUIFER]
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smakemupagus

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #355 on: July 09, 2015, 01:32:28 pm »

Quote
Open these in a text editior. Open the “Find and Replace” function of your text editor.
Replace all instances of [AQUIFER] with (AQUIFER)
Later on, if you would like to reverse the process, replace (AQUIFER) with [AQUIFER]

You can also use Find in Files (grep), if your text editor has it*, in which case you don't need to know ahead of time which files they're in.

* and if not, you need a new text editor ;)

MegaHarald

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #356 on: July 11, 2015, 10:23:09 am »

Thanks I got it.

Although I'm beginning to get a taste for mountain embarks. :D
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chaosfiend

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #357 on: July 13, 2015, 02:49:55 am »

Having fun trying out the kobolds in Reborm, but I ran into a snag, since this is my first time playing fortress in this 40.24 . I'm very confused on how the hell I'm supposed to be able to roof outdoor buildings for my bolds. When I go to the second level to plant a new floor, it just tries to place it on the floor of the level below. Something that I'm not getting here in the new version?
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Niveras

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #358 on: July 13, 2015, 03:09:29 pm »

There shouldn't be any functional difference in how the game handles constructions between races.

Are you absolutely sure you're moving to the second/roof level and trying to build there? Could there be some overlapping keybinds (particularly, perhaps, on a laptop) that is moving you down one z-level when you try to build floors?
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chaosfiend

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Re: ☼MASTERWORK REBORN☼ - 40.24 - V.006 - Last Update: 27th March
« Reply #359 on: July 13, 2015, 10:37:55 pm »

Yes, I'm sure that I'm on the second level. The problem is, even when I'm several z levels up, it wants me to build the floor on the z level that is 'ground', even if there is a floor aready built there. I'm not sure if I changed some setting or the like, but I shouldn't have. I'm on a Laptop, but it has a full desktop keyboard I use.
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