Dwarf Fortress

Dwarf Fortress

Masterfork Overhaul (BETA)
83 comentarios
Fostrel hace 20 horas 
Fantastic mod but in my current save there is a bug that does not allow me to assign dwarves who are part of a guild as nobles which does not feel intended given the merchants guild
Artwr 31 OCT a las 9:18 
Finnaly, the masterwork modpack echoes again!
I still have it's older version. Going to rush and try it before siege update...
doug righteous 31 OCT a las 5:04 
i have a stockpile called seed refund. The stockpile is supposed to take seeds back from millstones and stills. It's manually linked to all the appropriate buildings but they refuse to take seeds here for a year and a half. Is this a base game issue?
SL4DKOV 31 OCT a las 4:27 
Sorry, I didn't follow the mod lines in the correct order)
SL4DKOV 31 OCT a las 4:14 
Este comentario está esperando un análisis de nuestro sistema de verificación automática de contenido. Estará oculto temporalmente hasta que comprobemos que no incluye contenido dañino (por ejemplo, enlaces a sitios web que intenten robar información).
Zeyon  [autor] 31 OCT a las 3:39 
@SL4DKOV
most likely something to do with the loadorder, are you sure you've followed the load order displayed in the image?
SL4DKOV 30 OCT a las 19:48 
The game won't launch with this mod. The "Play" button in the game menu is disabled after adding this mod. What could be the problem?
Tubby 30 OCT a las 15:22 
concerning the added metals, how do they each compare to steel for weapons and armor? I like to metagame a bit when it comes to weapons and armor so if I could get the stats for these cool new metals i'd be a very happy dwarf. Thank you for this amazing overhaul!
Surwich 29 OCT a las 12:49 
Waiting on this siege update before starting a world. Looking forward to a lengthy play through with this mod, but don't want it to be broken days into my game.
Ostrich-Hungry 29 OCT a las 5:45 
damn, amazing stuff!!! thanks!
☠ Kibbe_Surdo ☠ 29 OCT a las 2:33 
I wonder how quickly this mod will get an update after the siege update looks very cool
Rabood 28 OCT a las 16:24 
I assume this will break with the siege update right?
Zeyon  [autor] 28 OCT a las 15:34 
@romonoid
search for antimonial lead, forgot to rename it to hard lead
also you need the foundry to make titansteel and the other lategame metals
romonoid 28 OCT a las 13:07 
How does one make hardened lead and titansteel? i don't see recipes for them in neither smelters nor foundries
Rabood 27 OCT a las 15:56 
as someone who just joined the community after the first masterwork died this is a welcome surprise, ill give this a try today
Zeyon  [autor] 27 OCT a las 10:27 
@EQ
noted! although keep in mind that runesmithing is very early and is extremely basic and might not work as intended
romonoid 27 OCT a las 7:47 
Tried to update the the mod with the same world, received FATAL ERROR - Missing Reaction Definition and the game crashed, reloaded and tried again and this time it worked, weird
EQ 27 OCT a las 5:53 
Hello!

There seems to be an issue when attempting to build the Runeforge.
Even though I am sitting on 8 Mithril Mechanisms, in varying quality, it says I am missing Mithril Mechanisms. I even spawned one in with the quality set to None, yet it still says I am missing such items.
Zeyon  [autor] 27 OCT a las 3:40 
@doug righteous
in the base game seeds can be used for cooking, it's possible they were turned into meals
you can check if it's enabled/disabled in the kitchen labor menu
doug righteous 27 OCT a las 3:36 
ill also echo @gods special little troublemaker's sentiment. I had issues with plump helmets. I actually ran out of seeds at one point and just bought a boat load on the next caravan. I couldn't figure out what the dwarves were doing with the plants and had no idea where the seeds were goin. Milling and processing plants also showed oddly low plant numbers for cave wheat and sweet pods. I embarked with a proficient brewer and farmer etc too.
Zeyon  [autor] 27 OCT a las 2:45 
@mayonnaise
16x16 embark would lag anything lol :urist:
even 6x6 is really stretching it
romonoid 26 OCT a las 22:51 
Well 16x16 embark is gynormous, for me it would lag even without any mods
mayonnaise 26 OCT a las 22:13 
seem to be getting EXTREME lag on a fort (7 FPS) with this mod and the listed load order (with just two additions making procgen creatures tamable)

on a 16x16 embark in a 250 year world, dunno if that'd affect anything.
gods special little troublemaker 26 OCT a las 20:42 
@zeyon they do not show up as available, even though i got the seeds from the plants growing wildly in the biome. admittedly i am on the border between two biomes.... I'll try moving my garden patches around and see if that does anything
Zeyon  [autor] 26 OCT a las 14:59 
pushed hotfix 3 to add the cauldron tool to dwarves
Zeyon  [autor] 26 OCT a las 14:54 
@romonoid
damn you're right, i'll push a hotfix asap. in the meantime you can simply spawn them using df-hack so you don't have to restart
thanks for letting me know
romonoid 26 OCT a las 14:08 
Magma Foundry requires 2 Steel Cauldrons to be built, but there are no recipes to make steel cauldrons for me, i think this is not intended
Urist Flaccidbarrels 26 OCT a las 10:45 
Thanks Zeyon!
Zeyon  [autor] 26 OCT a las 10:20 
hotfix 2, should be all caught up now
Zeyon  [autor] 26 OCT a las 10:03 
1.11 hotfix is out
Zeyon  [autor] 26 OCT a las 3:43 
@Urist Flaccidbarrels
hmm seems like I accidentally removed that reaction, i added back a reaction now that can crush flux stone into powder
CyberianK 26 OCT a las 2:29 
I have a strange issue where my "Other Stone" are missing and there is stone with empty string material I created an issue at github: https://github.com/zeyonic/df-masterfork/issues/4
Zeyon  [autor] 26 OCT a las 2:27 
@gods special little troublemaker
do the seeds show up as available to be planted in the farmtile? if not it's not the correct biome
gods special little troublemaker 25 OCT a las 21:19 
im having a hard time with farming. ive got piles of seeds but hardly any are showing up in the list of seeds in my farm plots in any season, and it seems like once the available seeds are planted and grown i dont get any seeds back from the grown crops, so my stores just keep declining. its like the other types of seed just dont exist. is there a mechanic im missing out on? do i need to be aware of soil type or anything like that? almost all the seeds ive got are from plants native to the biome.
Urist Flaccidbarrels 25 OCT a las 20:45 
Thanks for the mod. I have a question:

On the smelter, there's a recipe for making pig iron more efficiently that uses a bag of flux powder. Where do you get said flux powder from? I couldn't find reactions on the millstone or the stoneworker's workshop for it.
Blu3 25 OCT a las 20:35 
@doug righteous I tested a bunch in the arena just now and it seems like megabeasts like the cyclops die way easier if you use spears against them. Idk if worldgen ones are different though. This pack adds skilled animals and megabeasts
doug righteous 25 OCT a las 18:19 
cyclops year 3 came and just solo wiped my entire base of 100. steel maul from professional hammerdwarf's attacks were bruising the skin the few times they did hit. cyclops swung 5 times for every bolt/attack from dwarves. half the hits from the cyclops exploded the target into gore through steel and iron
Zeyon  [autor] 25 OCT a las 12:38 
@leonardodiasm
they were in the original mod, not much else thinking behind it from my part
leonardodiasm 25 OCT a las 11:38 
Why does these overhauls always add firearms? Not hating, just noticing a pattern.
Zeyon  [autor] 25 OCT a las 9:55 
hotfixed dwarven hillocks appearing wildly
Isy 25 OCT a las 9:27 
@Zeyon Yeah. I was. I saw the reason in the discussions just now. Awesome update, thanks.
Zeyon  [autor] 25 OCT a las 9:14 
in the 1.1 update i just released I reworked human noble positions so they should be able to be assigned properly now, as i assume you were playing as humans?
Zeyon  [autor] 25 OCT a las 9:13 
@Isy
which race? dwarves or humans?
Isy 25 OCT a las 9:08 
Does this mod change how nobles are created? I cannot create any nobles nor any squads :/
Zeyon  [autor] 25 OCT a las 9:08 
released update 1.1
Zeyon  [autor] 25 OCT a las 6:37 
@Vingar
if the mod in the list is orange that means it's detecting a conflict in the loadorder per the conditions outlined in the mods info.txt file
Vingar 25 OCT a las 6:31 
I had it set up exactly as shown in the screenshot. I'd post my own but don't believe I can in a comment.
Fantastic Fwoosh 25 OCT a las 3:46 
I didn't have any issues, take out everything except building, descriptor etc like it asks just put added on mods in the queue after masterwork. If you have DFhack, you can save the template when you do it successfully to save time.
Vingar 25 OCT a las 2:01 
Confirming that on my end the 'create world' button isn't clickable while the mod is set to load for the world. mod is listing several vanilla files as out of date, when those are removed and only what's listed as required it still won't let me 'create world'

In order to recreate issue open world start, add the mod, mod turns orange and the create world button turns grey and cannot be clicked.
Prometheus 24 OCT a las 16:38 
@zeyon Hey mate. I simply cannot generate a world from the menu. There are no errors, as I cannot generate a new map. I assume it's a load order issue, but cannot figure out what is causing the problem.