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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 1330227 times)

Wrex

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Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
« Reply #9480 on: March 01, 2013, 01:21:01 am »

Can the Ram trap component still be upgraded? If not, it should be either phased out, or get a new recipe to make them hit harder.
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leafar

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Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
« Reply #9481 on: March 01, 2013, 05:35:39 am »

nothing big, i just noticed:

has the color of vomit been changed in general? i noticed in KC that it was blue, but after changing back to dwarves(yes, new world) its still blue
is this intended or just not changed back?
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Nokao

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Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
« Reply #9482 on: March 01, 2013, 05:51:30 am »

nothing big, i just noticed:

has the color of vomit been changed in general? i noticed in KC that it was blue, but after changing back to dwarves(yes, new world) its still blue
is this intended or just not changed back?

This is happened to me also.

Meph

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Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
« Reply #9483 on: March 01, 2013, 06:47:58 am »

It was a strange entry in the color default+, which I didnt knew before. I already fixed it in my dev version. Glorious green vomit for everyone.
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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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Baijiu

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Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
« Reply #9484 on: March 01, 2013, 07:55:40 am »

Oh wow. I just lost my fort to a swarm of angry sauropods. They're bloodthirsty! Wounded half of my fort's population of 10 dwarves... They then proceeded to enter the fort and kill the all the wounded dwarves while they were recuperating in bed.
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Fungus

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Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
« Reply #9485 on: March 01, 2013, 08:13:13 am »

So I've been trying, unsuccesfully, for days to get steam engines to work. I cannot build ordinary steam engines over any hole with or without a down staircase while magma steam engines produce no power; they do however get filled with a lot of water. The magma and water tiles underneath never decrease. What could be going on?  :-\

Also when building magma steam engines it cannot see the magma if it's obscured with a down staircase. If I wasn't the only person with this problem I'd guess it was being treated as a workshop not a machine but I suppose that's not the problem.

Thanks for making such a fantastic mod compilation though Meph, it's really appreciated! :)
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Meph

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Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
« Reply #9486 on: March 01, 2013, 09:27:24 am »

Fungus, you best ask in the dfhack thread. I did not (and cant) write somethink like a steam engine myself. I just added the raws made by the dfhack team, and changed the design, which should not affect the functionality at all. Have a look at the dfhack readme (included in the manual, under utilities) or ask someone in their thread. I could only repeat what the manual says ;)
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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 :::

Fungus

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Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
« Reply #9487 on: March 01, 2013, 09:33:05 am »

Ah, ok, that's a shame. Thanks Meph. I've scoured every resource I can find but there isn't very much information (even on the DFHack thread) but I thought I should post here first.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
« Reply #9488 on: March 01, 2013, 11:43:13 am »

Ishar, the press wood in the screwpress works. Tested it.

whoever reported that half of his dwarves were highborn dwarves when he plays without castes: It was only the description showing up on every male dwarf. Not actual highborns, but only the description. Is fixed.

Just wrapping up everything for the next version atm. :)
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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 :::

smakemupagus

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Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
« Reply #9489 on: March 01, 2013, 12:11:37 pm »

Meph, would you consider making bloodsteel a different color than regular steel?  Maybe:
4:7:0

Orcs use it for a lot of things special from regular steel, so it'd be nice to see stocks at a glance.

Meph

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Re: ☼MASTERWORK-DF☼ V.2f - New Poll.
« Reply #9490 on: March 01, 2013, 12:29:46 pm »



Masterwork DF V2g+
Super quick hotfix.
  • Updated Therapist to 20.4 (splinterz fixed another bug)
  • Bloodsteel is now red.
  • Orc Manual Button no longer opens Kobolds manual and vice versa.

Masterwork DF V2g
SUPER IMPORTANT: Hotkeys. Press Ctrl+Q for Quicksave. Press Ctrl+F for Fortress Stats, showing you how much time each dwarf spends on each job.

IMPORTANT: (tl:dr; version) Harder mining has been changed, Rockwraiths are gone. Only a few metalwraiths remain. I hope more people will use this harder, but not so annoying option now. Kobolds are completely redone, its an entirely new mod. Aboveground plants only need one season to grow. Orc Fortress is a lot bigger. New building: Siegeworks. And bugfixes, a lot of them. Thats it. :)

NOTES: Special thanks to talvieno for his quick help on the creature generation update; Wannabehero for DeeperDwarvenDomestication mod, adding 10 awesome dwarvish pets; Smakemupagus for his continued work on Orc Fortress and the Kobold Caste System; everyone who reported bugs or inbalances and Falconne, for yet another one of this great UI improvements.

Orc Fortress
  • Updated to v1.02
  • Twice as big as before
Kobold Camp
  • Complete Overhaul, everything new.
  • Try it out, its very different from Dwarves and Orcs.
DFhack
  • More custom plugins
  • Happiness counter, Fort Statistics, unsuspend all constructions...
The happiness counter. Enabled by default, shows up in the lower-left corner of the screen. You can see how many dwarves are how happy. Great to avoid tantrums. The example show a fresh embark with 7 units total.


Utilities
  • Updated Therapist to 20.3
  • Updated Soundsense r40
  • Added direct downloadlink for the Soundsense pack to the manual
GUI
  • Fixed grazing button (fingers crossed)
  • Added Heavy Siegeworks button
  • Added direct links to all three manuals and a bugreport template
  • Bacteria, Alchohol Vapors and Stench is no longer linked to "harmless smoke effects"
Manual
  • Updated Manual
  • New: Kobold Camp Manual
Bugfixes
  • Effecient steel making back in
  • Added missing "mill carmine" reaction
  • Shadowleaf now inedible and only underground
  • Dwarven lashers are no longer called halberdiers
  • Golem upgrades now accept all clockwork parts
  • Drow dont have 2 copies of golem hearts to sell
  • Fixed Chitin and Shell upgrades
  • Vomit is no longer blue (strange one that)
  • Fixed pray for booze reaction
  • Fixed animal armor recycling
  • Fixed steel batch reaction, now needs iron as intended
  • Fixed adjective of legendary twohanded weapons
  • Fixed greater badgermen size
  • Fixed/Removed "stone rain"
  • Removed resurrection in good regions (unable to fix it)
  • Fixed triple reagent in "loot ruins"
  • Fixed caste descriptions showing up when playing without castes
Balancing
  • Nightmares only appear in evil regions
  • Removed rockwraiths from harder mining. Only metalwraiths remain
  • Balrogs are rarer and Soggoths only appear in living rock
  • Boozebelly cheese gives 20 instead of 10 booze.
  • Aboveground plants only need 1 season to grow. (twice as fast then before)
New Features
  • Heavy Siegeworks - Metal siege engines
  • Oil sand and oil slate - Make mineral oil
  • Fatty oil - Make oil from tallow
  • Slag Update - 3 different ways to make concrete
  • Milk poison - all creatures with poisons can be milked for it
  • 9 new Alchemist reactions - Special booze with syndromes
  • Pray for wool or cotton - great for moods
Full Changelog:
Spoiler (click to show/hide)
« Last Edit: March 01, 2013, 02:22:16 pm 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 :::

Panopticon

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Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9491 on: March 01, 2013, 12:42:32 pm »

Meph you are both a scholar and a gentleman, starting a new fort now.
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Deon

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Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9492 on: March 01, 2013, 12:45:18 pm »

Quote
Dwarven lashers are no longer called halberdiers
Where did that come from? :D
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jaxy15

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Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9493 on: March 01, 2013, 12:50:47 pm »

The "orc manual" button pops up the kobold manual and the "kobold manual" button pops up the orc manual. Might wanna do something about that.
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sandi Mexicola

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Re: ☼MASTERWORK-DF☼ V.2g - NEW RELEASE
« Reply #9494 on: March 01, 2013, 01:00:24 pm »

Thanks so much!  I love your mod!    :D
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