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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 1343010 times)

Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10920 on: April 24, 2013, 08:58:45 am »

Sooooo... How do I fix it?

Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10921 on: April 24, 2013, 09:03:08 am »

Okay, I looked at the link, and I don't think the problem is important enough (I can still edit settings) to warrant the risk, so I'll leave it. Thanks for the help, you are truly awesome Meph!

urmane

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10922 on: April 24, 2013, 09:11:49 am »

I am tickled that when I go to trade with the Elves at my depot, the Berzerker Snatcher caught in my cage trap shows up under "Pets".  :)
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urmane

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10923 on: April 24, 2013, 09:22:58 am »

... although, interestingly, he cannot be brought to the depot.  When a dwarf tries, the berzerker gets out of the cage, runs for the exit, and gets stuck in another cage.

Another dwarf then picks him and the new cage up without a problem, and brings him back to the stockpile.  The original cage, now empty, is brought to the depot, sans zerker.

I've watched it circle around three times now.  Oh well, it woulda been cool ...
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Demdemeh

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10924 on: April 24, 2013, 09:38:27 am »

That's an unfortunate vanilla DF thing. Anything untamed in a cage will escape when your dwarves go to move it to the depot.
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Meph

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10925 on: April 24, 2013, 10:43:11 am »

Yeah, thats normal, since you dont designate the creature for trading, but the cage holding the creature. Obviously dwarves will only take the cage then. Very straightforward people they are.

I also found a new tool, time to play around with it a bit. Have a look at the screen, you will know what I mean:

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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 :::

Gamerlord

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10926 on: April 24, 2013, 10:48:11 am »

Yeah, thats normal, since you dont designate the creature for trading, but the cage holding the creature. Obviously dwarves will only take the cage then. Very straightforward people they are.

I also found a new tool, time to play around with it a bit. Have a look at the screen, you will know what I mean:


:o

Meph

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10927 on: April 24, 2013, 11:20:07 am »

Gets better. You know how I use Strand Extraction for the religious buildings, and the beekeeper also tends to all the other insects, like hiveable spiders, silk moths and such?

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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 :::

Kire93

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10928 on: April 24, 2013, 11:58:55 am »

Does this mean you can add new professions? or just rename old ones?
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Meph

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10929 on: April 24, 2013, 12:02:01 pm »

Rename old ones. I am currently compiling a list of things I can rename without taking away from vanilla. New professions would be extremely awesome, but this will have to do. It is a lot more then I could do before ;)
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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 :::

Kire93

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10930 on: April 24, 2013, 12:06:19 pm »

Wow this next update should be awesome
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urmane

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10931 on: April 24, 2013, 12:11:53 pm »

Feature request - something more to do with vermin.  I catch a bunch, but then cannot do anything interesting with them.

"Make hors d'oeuvre - Squirrel"
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sayke

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10932 on: April 24, 2013, 12:19:35 pm »

@meph - awesome!!!

would it automatically change in dwarf therapist, as well, so that they don't use inconsistant names?
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i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!

Meph

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10933 on: April 24, 2013, 12:39:06 pm »

Sayke: No. ^^

Urmane: You can extract extracts from live vermin. Otherwise they have no use, other then room decorations/zoos. I cant use them in reactions, so you have to at least give me an idea about what to do with them. I dont think I can even declare them as reagents... not entirely sure about that, never tried.

Kire93: Hey, I just made an update ^^

Here the list:
|Woodcutter|Woodcutter| ==>> Lumberjack (sounds better?)
|Bowyer|Bowyer| ==>> rename to "ranged weapons dude" (skill is crossbow-making. Makes all ranged weapons from wood/bone)
|Ambusher|Ambusher| ==>> rename to "hunter" (skill is hunting, after all)
|Animal Caretaker|Animal Caretaker| ==> Completely free for anything. Not used in vanilla DF. (used to armor animals in MDF)
|Fish Dissector|Fish Dissector| ==> Almost free. Makes extracts from live vermin.
|Animal Dissector|Animal Dissector| ==>> Almost free. Makes extracts from live fish.
|Trapper|Trapper| ==> Almost free. Could be used for other trap-related things, like poisoning.
|Grower|Grower| ==> Farmer (skill is Farming, after all)
|Herbalist|Herbalist| ==> Might also be used for poisoning/more plant related stuff.
|Strand Extractor|Strand Extractor| ==>> Priest, Apostle.. skill will be "praying" or similar religious based thing. Candy strands will be extracted by a metalworker.
|Soaper|Soaper| ==>> Completely free, since I can alter the soapmaking reactions.
|Potash Maker|Potash Maker| ==>> Almost free. Has two "make potash" reactions attached. Could be renamed to "chemist"
|Lye Maker|Lye Maker| ==>> Almost free. Has this one "make lye" reaction attached. Could be renamed to "chemist"
|Wood Burner|Wood Burner|  ==>> Almost free. Has this one "burn wood" reaction attached.
|Potter|Potter|  ==>> Completely free, since I can alter the kiln reactions.
|Wax Worker|Wax Worker|==>> Completely free, since I can alter the craftsman reacions.
|Pump Operator|Pump Operator| ==> Could be renamed to "Machine Operator", for tech-buildings.
|Tanner|Tanner| ==>> Completely free, since I can alter the tanner reactions. The leatherworker could take this job.
|Presser|Presser| ==>> Completely free, since I can alter the screw press reactions.
|Beekeeper|Hivekeeper| ===>>> rename to "hivekeeper", since MDF include different types of hiveable insects. (actual name would be Apiarist, but no one would know what that means)
|Glazer|Glazer| ==>> Completely free, since I can alter the kiln reactions. The potter could take this job for example.
|Clothier|Clothier| ==>> Tailor (sounds better?)
|Miller|Miller| =>> Completely free, since I can alter the quern/millstone reaction.
|Thresher|Thresher| ==>> Plant Processor? (or rename labor to: Threshing).
|Druid|Druid| =>>> Completely free, but has no labor attached. Use for magic castes.
|Alchemist|Alchemist| ==>> Completely free
|Building Designer|Building Designer| ==> Architect (skill is Architecture after all)

|Cheese Maker|Cheese Maker||Milker|Milker||Shearer|Shearer||Spinner|Spinner| ==>> These have one job attached, but I dont know if renaming would even make sense.

So in the end I can use "alchemy, miller, glazer, potter, presser, tanner, wax worker, soap maker, strand extractor and animal caretaker" for whatever I like, as long as I give the previous jobs to other skills.
I can use "lye maker, potash maker, cheese maker, milker, shearer, spinner, pump operator, wood burner, trapper and fish dissector" for whatever I like, as long as it fits the ONE reaction they already have.

These ones always bothered me when playing, because I could never remember which is which:

Process plants: (Rename to process plants to thread, OR "Make thread from pig tail/rope reed")
Process plants (to bag): (Rename to process quarry bush, OR "Make leaves from quarry bush")
Process plants (to barrel): (Rename to process sweet pods, OR "Make syrup from sweet pods")
Process plants (to vial): (Rename to process valley herbs, OR "Make Golden Salve from Valley Herb")

They can be renamed to allow players to see directly which reaction does what.
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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 :::

urmane

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Re: ☼MASTERWORK-DF☼ V.2i - FIXED EXE - Embassy, Orcs and AdvFort.
« Reply #10934 on: April 24, 2013, 12:44:08 pm »

Question - while looking at my fishing place, I couldn't help noticing the bobcats moving idly around ... on the bottom of the river.  Is that normal?
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