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Author Topic: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021  (Read 897352 times)

Splint

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2310 on: August 19, 2019, 10:55:45 am »

Hi! I've been playing on Orc Mode and having a lot of fun. But I have a few doubts:

1- How exactly do I extract blood? I have plenty of meat, but the option is still unavailable in the workshop. Is there anything I'm missing?
2- What's the equivalent of the Orc's special materials. That being, how does lamellar armor compare to vanilla metals? What about ironbone and bloodsteel for weapons?

Ironbone and bloodsteel are equivalent to the respective materials, iron and steel. They, however, are able to be produced without the ores you'd normally need. Exceptionally useful for resource-poor embarks, and ensures invasions by them are always dangerous since they'll always have some iron and steel level gear.

Blood extraction presumably needs either vials or barrels. Try making a bunch of either and see how it goes.

Their other special material is Deep Bronze, which is better than steel and can only be aquired via deep hold raids on the drydock building. They also utilize Orichalcum (a super special material used by several races for various things, and tied for second best with Volcanic Metal produced by the dwarves,) in various spellcaster things with thier dreamwalker/shaman castes. Assuming my memory is correct and nothing much has changed from the 34.11 version.

Devils Advocate

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2311 on: August 23, 2019, 04:44:53 pm »

I apologize, But I have downloaded both versions and, after running them through an unzipper, I cannot seem to figure out how to start either one of them.

I am using windows ten... I think?

Any help?

edit: Found a solution, And it works. thank you
« Last Edit: August 23, 2019, 06:16:41 pm by Devils Advocate »
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zmw907

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2312 on: September 10, 2019, 11:06:42 pm »

there is a bug for orc civs in the current version where pottery cannot be made in the kiln.  It wants greenware from the potters shop to fire earthenware products but the potters shop isn't available to orcs.
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Arcvasti

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2313 on: September 11, 2019, 11:14:33 pm »

I've gotten back into playing this, first in Hermit Mode and then in Kobold Mode and I've noticed various things:
-Hermit Mode is very very crashy. After a lot of frustrating trial and error, I found that the culprit[Or at least one of the culprits] to be the nobles screen. Something's fishy about that.
-Kobold Mode's Breeding Warren doesn't seem to work properly. Errors and does nothing.
-Kobold civilizations seem really messed up. The first game I genned with a standard hundred year wait time had kobolds go all but extinct so I got new migrants. What surprised me though was that I ended up with zero migrants beyond the first two waves even with an alive civ and with only four years of history.
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Rakodil

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2314 on: September 14, 2019, 07:41:55 am »

Hi!
 How can I disable automarking items for trade?
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Logiwonk

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2315 on: September 16, 2019, 07:25:12 am »

Loving the mod, some issues with crashes but after some fiddling I seem to have minimized them to an acceptable level. Been growing a lot of the new mushroom crops but don't seem to be able to convert them to alcohol, only to cheese. When I queue up a general "brew drink from plant" order my dwarves don't make alcohol from any of the new mushrooms and I don't see any options to make the alcohols specifically (like Dwarven Vodka, etc) when I look under the still "brew specific drink" order. Any tips? I checked under Kitchen and they are all set to brew-able and there are plenty of rock pots to use as receptacles.
« Last Edit: September 16, 2019, 07:27:35 am by Logiwonk »
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forsaken1111

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2316 on: September 16, 2019, 08:27:18 am »

Hi!
 How can I disable automarking items for trade?
Auto-trade is a setting on the stockpile I believe, you should be able to disable it there
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Warthog32332

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2317 on: September 16, 2019, 08:52:26 pm »

I really wonder if Meph plans on making Vampires playable, having some sort of dark, blood-based economy built on infiltrating would be cool. Kinda like necromancer, succubi, and kobolds rolled into one.
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Logiwonk

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2318 on: September 16, 2019, 09:34:06 pm »

Went looking for reason the new mushrooms may not be brewable in the still, looks like the mushroom raws are all brewable, can't find the new liquid material definitions though and can't find the reactions. Anyone with more expertise is the code who can shed some light on this? Still can't make my dwarven vodka.
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Rakodil

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2319 on: September 28, 2019, 04:31:33 pm »

Spoiler (click to show/hide)
On stockpiles this option disabled by default, dwarfs nonetheless hauling all items from everywhere, that's just horrible. Every caravan they haul all fortress to Trade Depot, and then back to stockpiles. All other activities  paralized cause of that.
 
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acognito

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2320 on: October 02, 2019, 09:47:26 pm »

The beasts of myth random creature scripts seem to be no longer functional for masterwork. I once tried generating creatures and this error message popped up:

Exception in Tkinter callback
Traceback (most recent call last):
  File "C:\Python27\lib\lib-tk\Tkinter.py", line 1547, in __call__
    return self.func(*args)
  File "D:\Rougelikes\Dwarf Fort\Beast Myth\random_scripts_gui.py", line 1378, in <lambda>
    generate_button = Button(script_choice_frame,text='Generate',command=lambda: button_go_through_scripts())
  File "D:\Rougelikes\Dwarf Fort\Beast Myth\random_scripts_gui.py", line 1153, in button_go_through_scripts
    get_inorganics_data(directory,symbols,words,words_nouns)
  File "D:\Rougelikes\Dwarf Fort\Beast Myth\random_raw_script_includes\sphal_data.py", line 6044, in get_inorganics_data
    words[mat] = [['NOUN',inorganic_names[mat],''],['FRONT_COMPOUND_NOUN_SING'], ['REAR_COMPOUND_NOUN_SING'], ['THE_COMPOUND_NOUN_SING'], ['THE_NOUN_SING'], ['OF_NOUN_SING']]
KeyError: 'SLIME_HOT'

Does anyone have a solution to this? :-[
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Lioneez

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2321 on: October 05, 2019, 07:07:52 pm »

Will there be a new edition with the current version? I really want to send different races to war with one another.
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sum1won

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2322 on: October 07, 2019, 03:42:11 pm »

Is it possible to heal golems?


Edit:
Possible bugs-
Units with building destroyer (or whatever werewolf civ has) cause problems when part of a civ due to the visitor feature. 

Jotunn were wandering around my fort tearing down workshops and furniture.  And werewolves would flip out as soon as they arrived and attack everything.  Even being at war with the civs wouldn't solve it, because you can still get visitors of that race.  Just had a 3 year old fort get a sudden wave of 90 visitors, 20 of which were jotunn who were smashing things.
« Last Edit: October 08, 2019, 08:34:24 am by sum1won »
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Weljamir

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2323 on: October 10, 2019, 07:50:32 pm »

I have recently downloaded and unzipped MDF, but it has locked up or crashed every time I try to run it.  I have downloaded Mephs DF tileset and can run that with no problem.  Any recommendations on what to check?
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Sinaed

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Re: ☼MASTERWORK☼ (44.12) - DF2019 - Newest version! - Updated 14th Jan 2019
« Reply #2324 on: October 22, 2019, 05:21:13 pm »

Is it intentional that succubi cannot raid? Specifically that they cannot raid from the Civilization screen because they never have a leader?
« Last Edit: October 23, 2019, 09:21:40 am by Sinaed »
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