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Poll

One or the other... vote once for #1 and once for #2.

#1: Put the Alarm Siren in the Military Garrison, it fits and is one buildings less.
#1: Keep the Alarm Siren seperate, I want to have it near my other levers.
#2: I have traded with Gnomes, build Artificer and Weather Control Station.
#2: I have NOT traded with Gnomes, did not have the chance to build their buildings.

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Author Topic: ☼MASTERWORK-DF☼ V.3 - New release and old post. This will be locked later.  (Read 1775990 times)

Meph

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7785 on: December 25, 2012, 10:39:24 pm »

@bloax: transforming twice doesnt work... you can only become one. after this you are immune to the rest.

the drider,was it in fortress or adv mode? phoebus, ironhand or ascii... please give me more infos.

@carpetfiber: thanks a lot for this... it works in phoebus, but once again, ascii&ironhand had the old raws. i fixed it, will be in the next upload. i will also check all the other itemcorpes... who knows what else i overlooked.

@riun: treefarming would be nice, someone once reported a crash as soon as the trees fully, but i think it was wrong... other then that, have a look at the blood of armok gem and magma spawning/transporting ... the power generation from the steam engine would be another thing i would love feedback about. :)

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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 :::
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Bloax

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7786 on: December 25, 2012, 10:44:32 pm »

Meph: I know you can't be two kinds of something, but earlier I drank tons of transformed lesser vampire blood (which was labelled as "blood") - and nothing happened.
And it's in adventure mode, Phoebus.
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oh_no

thistleknot

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7787 on: December 25, 2012, 10:59:07 pm »

how can I export craft rock bin into modest mod?

I guess I'd like to also incorporate underground pastures.
« Last Edit: December 25, 2012, 11:09:54 pm by thistleknot »
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smokebubble

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7788 on: December 25, 2012, 10:59:56 pm »

Inside spawning enemies already exist, but are really, really rare.  READ THIS, Big trouble in little Innsmoth, a story that happend in the mod. :)

I haven't upgraded to V2 yet; is that optional or going to be? Sure it might be nifty for the hardcore "losing is fun" Dwarf Fortress player but personally I hate the thought of enemies magically appearing inside the fortress.

Edit. I forgot to mention that link in the quote isn't working.
« Last Edit: December 25, 2012, 11:01:33 pm by smokebubble »
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7789 on: December 26, 2012, 12:58:51 am »

how can I export craft rock bin into modest mod?

I guess I'd like to also incorporate underground pastures.

Well, unless underground pastures are buildings, those are in vanilla.

Rock bin crafting is just a reaction you can put into the craftsman workshop if you want.

Bloax

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7790 on: December 26, 2012, 01:04:35 am »

Oh, and as a side note - could you make all civilizations actually speak? I don't really see any reason as for why they shouldn't.
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Putnam

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7791 on: December 26, 2012, 01:06:15 am »

Removing CAN_SPEAK tends to cause war without any of the sillyness caused by BABYSNATCHER.

The Scout

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7792 on: December 26, 2012, 01:53:44 am »

Sauropods are a bit... tougher then I thought.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7793 on: December 26, 2012, 04:46:35 am »

DF Stories seems to be down... the story is also on reddit: Big Trouble in Little Innsmouth The cult, and other hidden threats are currently optional, and will stay optional. I will make settings for new ones, if I choose to introduce more of those.

I know how hard they can be, especially if they show up early, or go unchecked, or of the player relys on a wall-in and traps. Because in all three cases you most likely have FUN. aka loosing.

@the scout:Sauropods are really, really big. They essentially can just stomp on dwarves. Try a lot of ranged weapons, javelins... or spears.

@bloax: Which races do you mean? As far as I know all races, except kobolds, can speak.
« Last Edit: December 26, 2012, 05:05:16 am by 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 :::

Flare

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7794 on: December 26, 2012, 05:10:58 am »

Sauropods are a bit... tougher then I thought.

I assure you that its durability is quite reasonable.

Spoiler (click to show/hide)

Edit: Sometimes when I press "r" to repeat an order, I get presented with a side screen telling me no owner is assigned.
« Last Edit: December 26, 2012, 05:43:38 am by Flare »
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Meph

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7795 on: December 26, 2012, 05:58:16 am »

Press ALT once, than you turn it off. Same with "c"... it's those fancy new dfhack plugins. I think I disable them, at least till a well done manual is included.

I have this strange idea that I really like... smelting ores and creating bars would create a lot of slag and flyash... both waste products. This is realistic, but since they only slow down players and have no positive use, I guess people would hate this addition. It can only be used for creating concrete and maybe extracting base metals in a slag-pit... other then that it is waste. It would approx. double the hauling labor associated with furnaces, or clutter them up, if just left there.

I really dont know... on the one hand it is realistic, I like it, it adds another industry (waste recycling/managing) and it makes smelting harder. On the other hand I am convinced that people in general will dislike it, and it creates extra items, at least till they are destroyed in the slagpit.

I guess I just like the idea of a giant furnace quarter, instead of just 2-3 buildings somewhere in a corner.
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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 :::

Flare

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7796 on: December 26, 2012, 06:10:06 am »

Got another one of those bugs, it seems whenever I assign a room with "a" from a bed, I get sent to a side side screen of no owner assigned, follower by an arrow point to the word bed to the right in blue.

I really dont know... on the one hand it is realistic, I like it, it adds another industry (waste recycling/managing) and it makes smelting harder. On the other hand I am convinced that people in general will dislike it, and it creates extra items, at least till they are destroyed in the slagpit.

I think it just depends on how you implement them. Perhaps you can build it into the blast furnace, to create a massive reward but you will have to deal with the slag. Maybe to counter the slag build up, slag would come into existence at a similar rate like iridium, with the exception that it would be incredibly heavy and require minecarts to deal with them in a timely manner. Don't know how you would motivate people to get rid of the slag though, maybe it would give off nauseating vapors continuously over a long time like miasma.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7797 on: December 26, 2012, 06:14:05 am »

I was more thinking of 1-2 bars of slag/flyash for each bar of metal you create, depending on which one.

Make 10 steel bars ? Have 20 slag bars lying around. Clutters up workshops, thats how you motivate people to move 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 :::

Flare

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7798 on: December 26, 2012, 06:37:49 am »

Yeah, but I can live with clutter. I think we can separate the occurrence of slag and how much slag appears once it appears. In a 10% chance that it appears, the slag could be qualified as being huge when it does appear, quite literally being so heavy that you'd need a minecart to haul it away.

As for motivation, I'm not too sure about the clutter thing. It seems to be gaming the fragility of the system a bit too much for me, and isn't one of the features of this mod is to remove all the clutter anyway :P?

Maybe you can do this to motivate people to move slag out. The reaction produces three things, the metal desired with a 100% probability, the ginormous and heavy piece of slag with a 15% probability, and a 3% probability of something that will cause the slag to explode or release toxic vapors. Perhaps that 3% product can be a small bit of fire, that causes the slag to release something, or maybe produce a tile of water to dissolve the slag and have it react that way.

Of course though, this whole process doesn't require the player to actually destroy the slag in the process, it just requires them to remove it from the blast furnace. Which when you think about it is like how the real work kinda works. The only difference in DF is that space is infinite and free and thus there's no need to destroy anything at all.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2a - POLL about next big project
« Reply #7799 on: December 26, 2012, 07:01:25 am »

No, fire and poisonous gases are already in the game...

Quote
isn't one of the features of this mod is to remove all the clutter anyway ?
Yeah, I thought of that too. But the items would be destroyed by a reaction to clean them up...

I think adding miasma to the slag would do it. Clutter and miasma ^^ Ah... people will HATE it. :)

Unrelated: If Kobold Camp becomes an addition... I just made this, just for fun:



EDIT: Oh..shiny :) I just noticed that I can mod the BODY_TRANSFORMATION announcement. That means I could pause / refocus the camera on a creature whenever it transforms.

It would greatly help people notice when a golem/armored pet/mage transformation has been completed, as well as those special threats I have, when infiltrators transform into lich/spy/werebeast/cult.

The negative effect would be quite a lot of spam whenever you spawn creatures. If you spawn ONE landmine, you get dwarf => dwarf setting up a landmine => dwarf and the bodypart => landmine transformation, so 3 pause/recenter. With the 4 treants it would mean 6 pause/recenter.

If people are willing to put up with that, I could add it as on optional setting. I think the benefits outweight the negatives. :)
« Last Edit: December 26, 2012, 08:01:00 am by 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 :::
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